Cataclysm BN
Character Class Referenceabstract

#include <character.h>

Inheritance diagram for Character:
Creature visitable< Character > player avatar npc standard_npc

Classes

struct  comfort_response_t
 
struct  has_mission_item_filter
 
struct  trait_data
 

Public Types

enum class  comfort_level {
  impossible = -999 , uncomfortable = -7 , neutral = 0 , slightly_comfortable = 3 ,
  comfortable = 5 , very_comfortable = 10
}
 
enum  water_tolerance { WT_IGNORED = 0 , WT_NEUTRAL , WT_GOOD , NUM_WATER_TOLERANCE }
 
using trap_map = std::map< tripoint, std::string >
 
- Public Types inherited from Creature
enum  Attitude : int { A_HOSTILE , A_NEUTRAL , A_FRIENDLY , A_ANY }
 Simplified attitude towards any creature: hostile - hate, want to kill, etc. More...
 

Public Member Functions

 Character (const Character &)=delete
 
Characteroperator= (const Character &)=delete
 
 ~Character () override
 
Characteras_character () override
 
const Characteras_character () const override
 
character_id getID () const
 
void setID (character_id i, bool force=false)
 
field_type_id bloodType () const override
 
field_type_id gibType () const override
 
bool is_warm () const override
 
bool in_species (const species_id &spec) const override
 
const std::string & symbol () const override
 
virtual int get_str () const
 Getters for stats exclusive to characters. More...
 
virtual int get_dex () const
 
virtual int get_per () const
 
virtual int get_int () const
 
virtual int get_str_base () const
 
virtual int get_dex_base () const
 
virtual int get_per_base () const
 
virtual int get_int_base () const
 
virtual int get_str_bonus () const
 
virtual int get_dex_bonus () const
 
virtual int get_per_bonus () const
 
virtual int get_int_bonus () const
 
int get_speed () const override
 
virtual int ranged_dex_mod () const
 
virtual int ranged_per_mod () const
 
virtual void set_str_bonus (int nstr)
 Setters for stats exclusive to characters. More...
 
virtual void set_dex_bonus (int ndex)
 
virtual void set_per_bonus (int nper)
 
virtual void set_int_bonus (int nint)
 
virtual void mod_str_bonus (int nstr)
 
virtual void mod_dex_bonus (int ndex)
 
virtual void mod_per_bonus (int nper)
 
virtual void mod_int_bonus (int nint)
 
void print_health () const
 
virtual int get_healthy () const
 Getters for health values exclusive to characters. More...
 
virtual int get_healthy_mod () const
 
virtual void mod_healthy (int nhealthy)
 Modifiers for health values exclusive to characters. More...
 
virtual void mod_healthy_mod (int nhealthy_mod, int cap)
 
virtual void set_healthy (int nhealthy)
 Setters for health values exclusive to characters. More...
 
virtual void set_healthy_mod (int nhealthy_mod)
 
int get_stored_kcal () const
 Getter for need values exclusive to characters. More...
 
int max_stored_kcal () const
 
float get_kcal_percent () const
 
int get_thirst () const
 
std::pair< std::string, nc_colorget_thirst_description () const
 
std::pair< std::string, nc_colorget_hunger_description () const
 
std::pair< std::string, nc_colorget_fatigue_description () const
 
int get_fatigue () const
 
int get_sleep_deprivation () const
 
std::pair< std::string, nc_colorget_pain_description () const override
 
virtual void mod_stored_kcal (int nkcal)
 Modifiers for need values exclusive to characters. More...
 
virtual void mod_stored_nutr (int nnutr)
 
virtual void mod_thirst (int nthirst)
 
virtual void mod_fatigue (int nfatigue)
 
virtual void mod_sleep_deprivation (int nsleep_deprivation)
 
virtual void set_stored_kcal (int kcal)
 Setters for need values exclusive to characters. More...
 
virtual void set_thirst (int nthirst)
 
virtual void set_fatigue (int nfatigue)
 
virtual void set_sleep_deprivation (int nsleep_deprivation)
 
void mod_stat (const std::string &stat, float modifier) override
 
m_size get_size () const override
 Get size class of character. More...
 
void recalculate_size ()
 Recalculate size class of character. More...
 
std::string disp_name (bool possessive=false, bool capitalize_first=false) const override
 Returns either "you" or the player's name. More...
 
std::string skin_name () const override
 Returns the name of the player's outer layer, e.g. More...
 
virtual factionget_faction () const
 
void set_fac_id (const std::string &my_fac_id)
 
int effective_dispersion (int dispersion) const
 
std::vector< aim_typeget_aim_types (const item &gun) const
 
std::pair< int, int > get_fastest_sight (const item &gun, double recoil) const
 
int get_most_accurate_sight (const item &gun) const
 
double aim_speed_skill_modifier (const skill_id &gun_skill) const
 
double aim_speed_dex_modifier () const
 
double aim_speed_encumbrance_modifier () const
 
double aim_cap_from_volume (const item &gun) const
 
double aim_per_move (const item &gun, double recoil) const
 
double recoil_vehicle () const
 Get maximum recoil penalty due to vehicle motion. More...
 
double recoil_mode () const
 
double recoil_total () const
 Current total maximum recoil penalty from all sources. More...
 
float get_dodge_base () const override
 Combat getters. More...
 
float get_hit_base () const override
 
float get_dodge () const override
 
const tripointpos () const override
 
int sight_range (int light_level) const override
 Returns the player's sight range. More...
 
int unimpaired_range () const
 Returns the player maximum vision range factoring in mutations, diseases, and other effects. More...
 
bool overmap_los (const tripoint_abs_omt &omt, int sight_points)
 Returns true if overmap tile is within player line-of-sight. More...
 
int overmap_sight_range (int light_level) const
 Returns the distance the player can see on the overmap. More...
 
int clairvoyance () const
 Returns the distance the player can see through walls. More...
 
bool sight_impaired () const
 Returns true if the player has some form of impaired sight. More...
 
bool has_alarm_clock () const
 Returns true if the player or their vehicle has an alarm clock. More...
 
bool has_watch () const
 Returns true if the player or their vehicle has a watch. More...
 
void action_taken ()
 Called after every action, invalidates player caches. More...
 
bool is_on_ground () const override
 Returns true if the player is knocked over or has broken legs. More...
 
int swim_speed () const
 Returns the player's speed for swimming across water tiles. More...
 
void add_miss_reason (const std::string &reason, unsigned int weight)
 Adds a reason for why the player would miss a melee attack. More...
 
void clear_miss_reasons ()
 Clears the list of reasons for why the player would miss a melee attack. More...
 
std::string get_miss_reason ()
 Returns an explanation for why the player would miss a melee attack. More...
 
void regen (int rate_multiplier)
 Handles passive regeneration of pain and maybe hp. More...
 
void enforce_minimum_healing ()
 
itembest_quality_item (const quality_id &qual)
 get best quality item that this character has More...
 
virtual void update_health (int external_modifiers=0)
 Handles health fluctuations over time. More...
 
void update_body ()
 Updates all "biology" by one turn. More...
 
void update_body (const time_point &from, const time_point &to)
 Updates all "biology" as if time between from and to passed. More...
 
void update_stomach (const time_point &from, const time_point &to)
 Updates the stomach to give accurate hunger messages. More...
 
void update_needs (int rate_multiplier)
 Increases hunger, thirst, fatigue and stimulants wearing off. More...
 
needs_rates calc_needs_rates () const
 
void check_needs_extremes ()
 Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings. More...
 
bool is_hibernating () const
 Returns if the player has hibernation mutation and is asleep and well fed. More...
 
void update_bodytemp (const map &m, const weather_manager &weather)
 Maintains body temperature. More...
 
void temp_equalizer (const bodypart_id &bp1, const bodypart_id &bp2)
 Equalizes heat between body parts. More...
 
comfort_response_t base_comfort_value (const tripoint &p) const
 Rate point's ability to serve as a bed. More...
 
int blood_loss (const bodypart_id &bp) const
 Define blood loss (in percents) More...
 
void reset_bonuses () override
 Resets the value of all bonus fields to 0. More...
 
void reset_stats () override
 Resets stats, and applies effects in an idempotent manner. More...
 
void reset () override
 Handles stat and bonus reset. More...
 
void reset_encumbrance ()
 Recalculates encumbrance cache. More...
 
int encumb (body_part bp) const
 Returns ENC provided by armor, etc. More...
 
units::mass get_weight () const override
 Returns body weight plus weight of inventory and worn/wielded items. More...
 
char_encumbrance_data get_encumbrance () const
 Get encumbrance for all body parts. More...
 
char_encumbrance_data get_encumbrance (const item &new_item) const
 Get encumbrance for all body parts as if new_item was also worn. More...
 
int extraEncumbrance (layer_level level, int bp) const
 Get encumbrance penalty per layer & body part. More...
 
bool is_wearing_power_armor (bool *hasHelmet=nullptr) const
 Returns true if the character is wearing power armor. More...
 
bool is_wearing_active_power_armor () const
 Returns true if the character is wearing active power. More...
 
bool is_wearing_active_optcloak () const
 Returns true if the player is wearing an active optical cloak. More...
 
bool in_climate_control ()
 Returns true if the player is in a climate controlled area or armor. More...
 
bool is_blind () const
 Returns true if the player isn't able to see. More...
 
bool is_invisible () const
 
int visibility (bool check_color=false, int stillness=0) const
 Checks is_invisible() as well as other factors. More...
 
float active_light () const
 Returns character luminosity based on the brightest active item they are carrying. More...
 
bool sees_with_specials (const Creature &critter) const
 
body_part_set exclusive_flag_coverage (const std::string &flag) const
 Bitset of all the body parts covered only with items with flag (or nothing) More...
 
bool move_effects (bool attacking) override
 Processes effects which may prevent the Character from moving (bear traps, crushed, etc.). More...
 
void wait_effects ()
 
bool movement_mode_is (character_movemode mode) const
 Check against the character's current movement mode. More...
 
character_movemode get_movement_mode () const
 
virtual void set_movement_mode (character_movemode mode)=0
 
void expose_to_disease (diseasetype_id dis_type)
 Determine if character is susceptible to dis_type and if so apply the symptoms. More...
 
void process_turn () override
 Handles end-of-turn processing. More...
 
void recalc_hp ()
 Recalculates HP after a change to max strength. More...
 
void calc_all_parts_hp (float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
 Sets hp for all body parts. More...
 
void recalc_sight_limits ()
 Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change: More...
 
float get_vision_threshold (float light_level) const
 Returns the apparent light level at which the player can see. More...
 
void flag_encumbrance ()
 Flag encumbrance for updating. More...
 
void check_item_encumbrance_flag ()
 Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating. More...
 
bool natural_attack_restricted_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag. More...
 
bool can_miss_recovery (const item &weap) const
 Returns true if the player is able to use a miss recovery technique. More...
 
bool is_quiet () const
 Returns true if the player has quiet melee attacks. More...
 
bool block_hit (Creature *source, bodypart_id &bp_hit, damage_instance &dam) override
 Checks for valid block abilities and reduces damage accordingly. More...
 
itembest_shield ()
 Returns the best item for blocking with. More...
 
bool handle_melee_wear (item &shield, float wear_multiplier=1.0f)
 Calculates melee weapon wear-and-tear through use, returns true if item is destroyed. More...
 
matec_id pick_technique (Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
 Returns a random valid technique. More...
 
void perform_technique (const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
 
void melee_attack (Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
 Sets up a melee attack and handles melee attack function calls. More...
 
void melee_attack (Creature &t, bool allow_special)
 Calls the to other melee_attack function with an empty technique id (meaning no specific technique should be used). More...
 
std::string melee_special_effects (Creature &t, damage_instance &d, item &weap)
 Handles combat effects, returns a string of any valid combat effect messages. More...
 
void perform_special_attacks (Creature &t, dealt_damage_instance &dealt_dam)
 Performs special attacks and their effects (poisonous, stinger, etc.) More...
 
std::vector< special_attackmutation_attacks (Creature &t) const
 Returns a vector of valid mutation attacks. More...
 
float bonus_damage (bool random) const
 Returns the bonus bashing damage the player deals based on their stats. More...
 
float get_melee_hit_base () const
 Returns weapon skill. More...
 
float hit_roll () const override
 Returns the player's basic hit roll that is compared to the target's dodge roll. More...
 
double crit_chance (float roll_hit, float target_dodge, const item &weap) const
 Returns the chance to critical given a hit roll and target's dodge roll. More...
 
bool scored_crit (float target_dodge, const item &weap) const
 Returns true if the player scores a critical hit. More...
 
int attack_cost (const item &weap) const
 Returns cost (in moves) of attacking with given item (no modifiers, like stuck) More...
 
float get_hit_weapon (const item &weap) const
 Gets melee accuracy component from weapon+skills. More...
 
void roll_all_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds all 3 types of physical damage to instance. More...
 
void roll_bash_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total bash damage to the damage instance. More...
 
void roll_cut_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total cut damage to the damage instance. More...
 
void roll_stab_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total stab damage to the damage instance. More...
 
void on_hit (Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
 This creature just got hit by an attack - possibly special/ranged attack - from source. More...
 
void did_hit (Creature &target)
 
void apply_damage (Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
 Actually hurt the player, hurts a body_part directly, no armor reduction. More...
 
dealt_damage_instance deal_damage (Creature *source, bodypart_id bp, const damage_instance &d) override
 Calls Creature::deal_damage and handles damaged effects (waking up, etc.) More...
 
int reduce_healing_effect (const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
 Reduce healing effect intensity, return initial intensity of the effect. More...
 
void cough (bool harmful=false, int loudness=4)
 
void passive_absorb_hit (const bodypart_id &bp, damage_unit &du) const
 Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit. More...
 
void absorb_hit (const bodypart_id &bp, damage_instance &dam) override
 Runs through all bionics and armor on a part and reduces damage through their armor_absorb. More...
 
bool armor_absorb (damage_unit &du, item &armor)
 Reduces and mutates du, prints messages about armor taking damage. More...
 
float bionic_armor_bonus (const bodypart_id &bp, damage_type dt) const
 Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit. More...
 
int mabuff_armor_bonus (damage_type type) const
 Returns the armor bonus against given type from martial arts buffs. More...
 
std::map< bodypart_id, int > get_armor_fire (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns overall fire resistance. More...
 
bool has_trait (const trait_id &b) const override
 Returns true if the player has the entered trait. More...
 
bool has_base_trait (const trait_id &b) const
 Returns true if the player has the entered starting trait. More...
 
bool has_trait_flag (const std::string &b) const
 Returns true if player has a trait with a flag. More...
 
bool has_opposite_trait (const trait_id &flag) const
 Returns true if character has a trait which cancels the entered trait. More...
 
trait_id trait_by_invlet (int ch) const
 Returns the trait id with the given invlet, or an empty string if no trait has that invlet. More...
 
void toggle_trait (const trait_id &)
 Toggles a trait on the player and in their mutation list. More...
 
void set_mutation (const trait_id &)
 Add or removes a mutation on the player, but does not trigger mutation loss/gain effects. More...
 
void unset_mutation (const trait_id &)
 
void switch_mutations (const trait_id &switched, const trait_id &target, bool start_powered)
 Unset switched mutation and set target mutation instead. More...
 
void activate_mutation (const trait_id &mutation)
 
void deactivate_mutation (const trait_id &mut)
 
void mutation_spend_resources (const trait_id &mut)
 Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation). More...
 
bool can_mount (const monster &critter) const
 
void mount_creature (monster &z)
 
bool is_mounted () const
 
bool check_mount_will_move (const tripoint &dest_loc)
 
bool check_mount_is_spooked ()
 
void dismount ()
 
void forced_dismount ()
 
bool is_deaf () const
 
bool has_two_arms () const
 Returns true if the player has two functioning arms. More...
 
int get_working_arm_count () const
 Returns the number of functioning arms. More...
 
int get_working_leg_count () const
 Returns the number of functioning legs. More...
 
bool is_limb_disabled (const bodypart_id &limb) const
 Returns true if the limb is disabled(12.5% or less hp) More...
 
bool is_limb_hindered (hp_part limb) const
 Returns true if the limb is hindered(40% or less hp) More...
 
bool is_limb_broken (const bodypart_id &limb) const
 Returns true if the limb is broken. More...
 
bool can_run ()
 source of truth of whether a Character can run More...
 
void hurtall (int dam, Creature *source, bool disturb=true)
 Hurts all body parts for dam, no armor reduction. More...
 
int hitall (int dam, int vary, Creature *source)
 Harms all body parts for dam, with armor reduction. More...
 
void on_hurt (Creature *source, bool disturb=true)
 Handles effects that happen when the player is damaged and aware of the fact. More...
 
void heal (const bodypart_id &healed, int dam)
 Heals a body_part for dam. More...
 
void healall (int dam)
 Heals all body parts for dam. More...
 
hp_part body_window (const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
 Displays menu with body part hp, optionally with hp estimation after healing. More...
 
nc_color limb_color (const bodypart_id &bp, bool bleed, bool bite, bool infect) const
 
bool made_of (const material_id &m) const override
 
bool made_of_any (const std::set< material_id > &ms) const override
 
int posx () const override
 
int posy () const override
 
int posz () const override
 
void setx (int x)
 
void sety (int y)
 
void setz (int z)
 
void setpos (const tripoint &p) override
 
virtual tripoint global_square_location () const
 Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map. More...
 
tripoint global_sm_location () const
 Returns the location of the player in global submap coordinates. More...
 
tripoint_abs_omt global_omt_location () const
 Returns the location of the player in global overmap terrain coordinates. More...
 
void recalculate_enchantment_cache ()
 
void rebuild_mutation_cache ()
 
double bonus_from_enchantments (double base, enchant_vals::mod value, bool round=false) const
 Calculate bonus from enchantments for given base value. More...
 
bool has_mabuff (const mabuff_id &buff_id) const
 Returns true if the player has any martial arts buffs attached. More...
 
bool has_grab_break_tec () const override
 Returns true if the player has a grab breaking technique available. More...
 
float mabuff_tohit_bonus () const
 Returns the to hit bonus from martial arts buffs. More...
 
float mabuff_dodge_bonus () const
 Returns the dodge bonus from martial arts buffs. More...
 
int mabuff_block_bonus () const
 Returns the block bonus from martial arts buffs. More...
 
int mabuff_speed_bonus () const
 Returns the speed bonus from martial arts buffs. More...
 
int mabuff_arpen_bonus (damage_type type) const
 Returns the arpen bonus from martial arts buffs. More...
 
float mabuff_damage_mult (damage_type type) const
 Returns the damage multiplier to given type from martial arts buffs. More...
 
int mabuff_damage_bonus (damage_type type) const
 Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier. More...
 
int mabuff_attack_cost_penalty () const
 Returns the flat penalty to move cost of attacks. More...
 
float mabuff_attack_cost_mult () const
 Returns the multiplier on move cost of attacks. More...
 
void mutation_effect (const trait_id &mut)
 Handles things like removal of armor, etc. More...
 
void mutation_loss_effect (const trait_id &mut)
 Handles what happens when you lose a mutation. More...
 
bool has_active_mutation (const trait_id &b) const
 
void mutate ()
 Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way. More...
 
bool mutation_ok (const trait_id &mutation, bool force_good, bool force_bad) const
 Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing. More...
 
void mutate_category (const std::string &mut_cat)
 Picks a random valid mutation in a category and mutate_towards() it. More...
 
bool mutate_towards (std::vector< trait_id > muts, int num_tries=INT_MAX)
 Mutates toward one of the given mutations, upgrading or removing conflicts if necessary. More...
 
bool mutate_towards (const trait_id &mut)
 Mutates toward the entered mutation, upgrading or removing conflicts if necessary. More...
 
void remove_mutation (const trait_id &mut, bool silent=false)
 Removes a mutation, downgrading to the previous level if possible. More...
 
std::map< trait_id, float > mutation_chances () const
 Calculate percentage chances for mutations. More...
 
bool has_child_flag (const trait_id &flag) const
 Returns true if the player has the entered mutation child flag. More...
 
void remove_child_flag (const trait_id &flag)
 Removes the mutation's child flag from the player's list. More...
 
void set_highest_cat_level ()
 Recalculates mutation_category_level[] values for the player. More...
 
std::string get_highest_category () const
 Returns the highest mutation category. More...
 
void drench_mut_calc ()
 Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats) More...
 
void build_mut_dependency_map (const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
 Recursively traverses the mutation's prerequisites and replacements, building up a map. More...
 
bool is_category_allowed (const std::vector< std::string > &category) const
 Returns true if this category of mutation is allowed. More...
 
bool is_category_allowed (const std::string &category) const
 
bool is_weak_to_water () const
 
bool can_use_heal_item (const item &med) const
 Check for mutation disallowing the use of an healing item. More...
 
bool can_install_cbm_on_bp (const std::vector< bodypart_id > &bps) const
 
resistances mutation_armor (bodypart_id bp) const
 Returns resistances on a body part provided by mutations. More...
 
float mutation_armor (bodypart_id bp, damage_type dt) const
 
float mutation_armor (bodypart_id bp, const damage_unit &du) const
 
bool activate_bionic (int b, bool eff_only=false)
 Handles bionic activation effects of the entered bionic, returns if anything activated. More...
 
std::vector< bionic_idget_bionics () const
 
std::pair< int, int > amount_of_storage_bionics () const
 Returns amount of Storage CBMs in the corpse. More...
 
bool has_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id. More...
 
bool has_active_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id and it is powered on. More...
 
bool has_any_bionic () const
 Returns true if the player has any bionic. More...
 
bool can_fuel_bionic_with (const item &it) const
 Returns true if the character can fuel a bionic with the item. More...
 
std::vector< bionic_idget_bionic_fueled_with (const item &it) const
 Return bionic_id of bionics able to use it as fuel. More...
 
std::vector< bionic_idget_fueled_bionics () const
 Return bionic_id of fueled bionics. More...
 
bionic_id get_remote_fueled_bionic () const
 Returns bionic_id of first remote fueled bionic found. More...
 
bionic_id get_most_efficient_bionic (const std::vector< bionic_id > &bids) const
 Return bionic_id of bionic of most fuel efficient bionic. More...
 
std::vector< itype_idget_fuel_available (const bionic_id &bio) const
 Return list of available fuel for this bionic. More...
 
int get_fuel_capacity (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_total_fuel_capacity (const itype_id &fuel) const
 Return total space to store specified fuel. More...
 
void update_fuel_storage (const itype_id &fuel)
 Updates which bionic contain fuel and which is empty. More...
 
int get_mod_stat_from_bionic (const character_stat &Stat) const
 Get stat bonus from bionic. More...
 
void process_bionic (int b)
 Handles bionic effects over time of the entered bionic. More...
 
bool deactivate_bionic (int b, bool eff_only=false)
 Handles bionic deactivation effects of the entered bionic, returns if anything deactivated. More...
 
int num_bionics () const
 Returns the size of my_bionics[]. More...
 
bionicbionic_at_index (int i)
 Returns the bionic at a given index in my_bionics[]. More...
 
void clear_bionics ()
 Remove all bionics. More...
 
int get_used_bionics_slots (const bodypart_id &bp) const
 
int get_total_bionics_slots (const bodypart_id &bp) const
 
int get_free_bionics_slots (const bodypart_id &bp) const
 
bool has_enough_anesth (const itype *cbm, player &patient)
 Has enough anesthetic for surgery. More...
 
void introduce_into_anesthesia (const time_duration &duration, player &installer, bool needs_anesthesia)
 Handles process of introducing patient into anesthesia during Autodoc operations. More...
 
void remove_bionic (const bionic_id &b)
 Removes a bionic from my_bionics[]. More...
 
void add_bionic (const bionic_id &b)
 Adds a bionic to my_bionics[]. More...
 
float env_surgery_bonus (int radius)
 Calculate skill bonus from tiles in radius. More...
 
float bionics_adjusted_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate skill for (un)installing bionics. More...
 
int bionics_pl_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate non adjusted skill for (un)installing bionics. More...
 
bool can_install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Is the installation possible. More...
 
std::map< bodypart_id, int > bionic_installation_issues (const bionic_id &bioid) const
 
bool install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_install (bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
 Success or failure of installation happens here. More...
 
void do_damage_for_bionic_failure (int min_damage, int max_damage)
 
void bionics_install_failure (const std::string &installer, int difficulty, int success, float adjusted_skill)
 
bool can_uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Is The uninstallation possible. More...
 
bool uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_uninstall (bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
 Succes or failure of removal happens here. More...
 
void bionics_uninstall_failure (int difficulty, int success, float adjusted_skill)
 When a player fails the surgery. More...
 
bool uninstall_bionic (const bionic &target_cbm, monster &installer, player &patient, float adjusted_skill)
 Used by monster to perform surgery. More...
 
void bionics_uninstall_failure (monster &installer, player &patient, int difficulty, int success, float adjusted_skill)
 When a monster fails the surgery. More...
 
bool burn_fuel (int b, bool start=false)
 Convert fuel to bionic power. More...
 
void passive_power_gen (int b)
 Passively produce power from PERPETUAL fuel. More...
 
itype_id find_remote_fuel (bool look_only=false)
 Find fuel used by remote powered bionic. More...
 
int consume_remote_fuel (int amount)
 Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful). More...
 
void reset_remote_fuel ()
 
void heat_emission (int b, int fuel_energy)
 Handle heat from exothermic power generation. More...
 
float get_effective_efficiency (int b, float fuel_efficiency)
 Applies modifier to fuel_efficiency and returns the resulting efficiency. More...
 
units::energy get_power_level () const
 
units::energy get_max_power_level () const
 
void mod_power_level (const units::energy &npower)
 
void mod_max_power_level (const units::energy &npower_max)
 
void set_power_level (const units::energy &npower)
 
void set_max_power_level (const units::energy &npower_max)
 
bool is_max_power () const
 
bool has_power () const
 
bool has_max_power () const
 
bool enough_power_for (const bionic_id &bid) const
 
void conduct_blood_analysis () const
 
bool is_worn (const item &thing) const
 
virtual bool invoke_item (item *, const tripoint &pt)
 Asks how to use the item (if it has more than one use_method) and uses it. More...
 
virtual bool invoke_item (item *, const std::string &, const tripoint &pt)
 As above, but with a pre-selected method. More...
 
virtual bool invoke_item (item *)
 As above two, but with position equal to current position. More...
 
virtual bool invoke_item (item *, const std::string &)
 
virtual bool dispose_item (item_location &&obj, const std::string &prompt=std::string())
 Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves. More...
 
bool has_enough_charges (const item &it, bool show_msg) const
 Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges. More...
 
bool consume_charges (item &used, int qty)
 Consume charges of a tool or comestible item, potentially destroying it in the process. More...
 
int item_handling_cost (const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when handling (e.g. More...
 
int item_store_cost (const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when storing an item in a container. More...
 
int item_wear_cost (const item &it) const
 Calculate (but do not deduct) the number of moves required to wear an item. More...
 
cata::optional< std::list< item >::iterator > wear_item (const item &to_wear, bool interactive=true)
 Wear item; returns nullopt on fail, or pointer to newly worn item on success. More...
 
int amount_worn (const itype_id &id) const
 Returns the amount of item ‘type’ that is currently worn. More...
 
std::vector< item_locationnearby (const std::function< bool(const item *, const item *)> &func, int radius=1) const
 Returns nearby items which match the provided predicate. More...
 
std::list< itemremove_worn_items_with (std::function< bool(item &)> filter)
 Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked). More...
 
iteminvlet_to_item (int invlet)
 Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet. More...
 
itemi_at (int position)
 
const itemi_at (int position) const
 
int get_item_position (const item *it) const
 Returns the item position (suitable for i_at or similar) of a specific item. More...
 
const itemused_weapon () const
 Returns a reference to the item which will be used to make attacks. More...
 
itemused_weapon ()
 
int i_add_to_container (const item &it, bool unloading)
 Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full. More...
 
itemi_add (item it, bool should_stack=true)
 
item i_rem (int pos)
 Remove a specific item from player possession. More...
 
item i_rem (const item *it)
 Remove a specific item from player possession. More...
 
void i_rem_keep_contents (int idx)
 
bool i_add_or_drop (item &it, int qty=1)
 Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded. More...
 
std::bitset< std::numeric_limits< char >::max()> allocated_invlets () const
 Only use for UI things. More...
 
bool has_active_item (const itype_id &id) const
 Whether the player carries an active item of the given item type. More...
 
item remove_weapon ()
 
void remove_mission_items (int mission_id)
 
std::vector< const item * > get_ammo (const ammotype &at) const
 Returns the items that are ammo and have the matching ammo type. More...
 
std::vector< item_locationfind_ammo (const item &obj, bool empty=true, int radius=1) const
 Searches for ammo or magazines that can be used to reload obj. More...
 
std::vector< item_locationfind_reloadables ()
 Searches for weapons and magazines that can be reloaded. More...
 
int ammo_count_for (const item &gun)
 Counts ammo and UPS charges (lower of) for a given gun on the character. More...
 
int throw_range (const item &) const
 Maximum thrown range with a given item, taking all active effects into account. More...
 
bool unarmed_attack () const
 True if unarmed or wielding a weapon with the UNARMED_WEAPON flag. More...
 
int best_nearby_lifting_assist () const
 Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range. More...
 
int best_nearby_lifting_assist (const tripoint &world_pos) const
 Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g. More...
 
std::vector< item * > inv_dump ()
 
units::mass weight_carried () const
 
units::volume volume_carried () const
 
units::mass weight_carried_reduced_by (const excluded_stacks &without) const
 
units::volume volume_carried_reduced_by (const excluded_stacks &without) const
 
units::mass weight_capacity () const override
 
units::volume volume_capacity () const
 
units::volume volume_capacity_reduced_by (const units::volume &mod, const excluded_stacks &without={}) const
 
bool can_pick_volume (const item &it) const
 
bool can_pick_volume (units::volume volume) const
 
bool can_pick_weight (const item &it, bool safe=true) const
 
bool can_pick_weight (units::mass weight, bool safe=true) const
 
bool can_use (const item &it, const item &context=item()) const
 Checks if character stats and skills meet minimum requirements for the item. More...
 
ret_val< bool > can_wear (const item &it, bool with_equip_change=false) const
 Check character capable of wearing an item. More...
 
bool is_armed () const
 Returns true if the character is wielding something. More...
 
virtual bool wield (item &target)=0
 Removes currently wielded item (if any) and replaces it with the target item. More...
 
ret_val< bool > can_unwield (const item &it) const
 Check player capable of unwielding an item. More...
 
ret_val< bool > can_swap (const item &it) const
 Check player capable of swapping the side of a worn item. More...
 
void drop_invalid_inventory ()
 
std::list< item * > get_dependent_worn_items (const item &it) const
 Returns all items that must be taken off before taking off this item. More...
 
void drop (item_location loc, const tripoint &where)
 Drops an item to the specified location. More...
 
virtual void drop (const drop_locations &what, const tripoint &target, bool stash=false)
 
virtual bool has_artifact_with (art_effect_passive effect) const
 
bool is_wielding (const item &target) const
 
bool covered_with_flag (const std::string &flag, const body_part_set &parts) const
 
bool is_waterproof (const body_part_set &parts) const
 
int leak_level (const std::string &flag) const
 
bool is_wearing (const item &itm) const
 Returns true if the player is wearing the item. More...
 
bool is_wearing (const itype_id &it) const
 Returns true if the player is wearing an item of this type. More...
 
bool is_wearing_on_bp (const itype_id &it, const bodypart_id &bp) const
 Returns true if the player is wearing the item on the given body part. More...
 
bool worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns true if the player is wearing an item with the given flag. More...
 
const itemitem_worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns the first worn item with a given flag. More...
 
std::vector< std::string > get_overlay_ids () const
 Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest". More...
 
int get_skill_level (const skill_id &ident) const
 
int get_skill_level (const skill_id &ident, const item &context) const
 
const SkillLevelMapget_all_skills () const
 
SkillLevelget_skill_level_object (const skill_id &ident)
 
const SkillLevelget_skill_level_object (const skill_id &ident) const
 
void set_skill_level (const skill_id &ident, int level)
 
void mod_skill_level (const skill_id &ident, int delta)
 
bool meets_skill_requirements (const std::map< skill_id, int > &req, const item &context=item()) const
 Checks whether the character's skills meet the required. More...
 
bool meets_skill_requirements (const construction &con) const
 Checks whether the character's skills meet the required. More...
 
bool meets_stat_requirements (const item &it) const
 Checks whether the character's stats meets the stats required by the item. More...
 
bool meets_requirements (const item &it, const item &context=item()) const
 Checks whether the character meets overall requirements to be able to use the item. More...
 
std::string enumerate_unmet_requirements (const item &it, const item &context=item()) const
 Returns a string of missed requirements (both stats and skills) More...
 
int rust_rate () const
 Returns the player's skill rust rate. More...
 
int read_speed (bool return_stat_effect=true) const
 Returns the player's reading speed. More...
 
time_point get_time_died () const
 return the calendar::turn the character expired More...
 
void set_time_died (const time_point &time)
 set the turn the turn the character died if not already done More...
 
void normalize () override
 Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own! More...
 
void die (Creature *nkiller) override
 Empty function. More...
 
std::string get_name () const override
 
std::vector< std::string > get_grammatical_genders () const override
 
template<typename ... Args>
bool query_yn (const char *const msg, Args &&... args) const
 It is supposed to hide the query_yn to simplify player vs. More...
 
virtual bool query_yn (const std::string &msg) const =0
 
bool is_immune_field (const field_type_id &fid) const override
 Returns true if we are immune to the field type with the given fid. More...
 
bool is_elec_immune () const override
 Returns true is the player is protected from electric shocks. More...
 
bool is_immune_effect (const efftype_id &) const override
 Returns true if the player is immune to this kind of effect. More...
 
bool is_immune_damage (damage_type) const override
 Returns true if the player is immune to this kind of damage. More...
 
bool is_rad_immune () const
 Returns true if the player is protected from radiation. More...
 
bool is_throw_immune () const
 Returns true if the player is immune to throws. More...
 
bool has_nv ()
 Returns true if the player has some form of night vision. More...
 
float rest_quality () const
 Returns >0 if character is sitting/lying and relatively inactive. More...
 
float healing_rate (float at_rest_quality) const
 Average hit points healed per turn. More...
 
float healing_rate_medicine (float at_rest_quality, const bodypart_id &bp) const
 Average hit points healed per turn from healing effects. More...
 
float mutation_value (const std::string &val) const
 Goes over all mutations, gets min and max of a value with given name. More...
 
social_modifiers get_mutation_social_mods () const
 Goes over all mutations, returning the sum of the social modifiers. More...
 
nc_color symbol_color () const override
 Color's character's tile's background. More...
 
std::string extended_description () const override
 
void pick_name (bool bUseDefault=false)
 Returns a random name from NAMES_*. More...
 
std::vector< trait_idget_base_traits () const
 Get the idents of all base traits. More...
 
std::vector< trait_idget_mutations (bool include_hidden=true) const
 Get the idents of all traits/mutations. More...
 
const std::bitset< NUM_VISION_MODES > & get_vision_modes () const
 
void clear_skills ()
 Clear the skills map, setting all levels to 0. More...
 
void clear_mutations ()
 Empties the trait and mutations lists. More...
 
bool crossed_threshold () const
 Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold. More...
 
void add_addiction (add_type type, int strength)
 Adds an addiction to the player. More...
 
void rem_addiction (add_type type)
 Removes an addition from the player. More...
 
bool has_addiction (add_type type) const
 Returns true if the player has an addiction of the specified type. More...
 
int addiction_level (add_type type) const
 Returns the intensity of the specified addiction. More...
 
void start_hauling ()
 
void stop_hauling ()
 
bool is_hauling () const
 
bool has_item_with_flag (const std::string &flag, bool need_charges=false) const
 
std::vector< const item * > all_items_with_flag (const std::string &flag) const
 All items that have the given flag (item::has_flag). More...
 
bool has_charges (const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
 
std::list< itemuse_amount (itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool use_charges_if_avail (const itype_id &it, int quantity)
 
std::list< itemuse_charges (const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool has_fire (int quantity) const
 
void use_fire (int quantity)
 
void assign_stashed_activity ()
 
bool check_outbounds_activity (const player_activity &act, bool check_only=false)
 
void assign_activity (const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
 Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming. More...
 
void assign_activity (const player_activity &act, bool allow_resume=true)
 Assigns activity to player, possibly resuming old activity if it's similar enough. More...
 
bool has_activity (const activity_id &type) const
 Check if player currently has a given activity. More...
 
bool has_activity (const std::vector< activity_id > &types) const
 Check if player currently has any of the given activities. More...
 
void resume_backlog_activity ()
 
void cancel_activity ()
 
void cancel_stashed_activity ()
 
player_activity get_stashed_activity () const
 
void set_stashed_activity (const player_activity &act, const player_activity &act_back=player_activity())
 
bool has_stashed_activity () const
 
void initialize_stomach_contents ()
 
float metabolic_rate_base () const
 Stable base metabolic rate due to traits. More...
 
float metabolic_rate () const
 Current metabolic rate due to traits, hunger, speed, etc. More...
 
std::string get_weight_string () const
 
int get_max_healthy () const
 
float bmi () const
 
int bmr () const
 
void reset_chargen_attributes ()
 
int base_age () const
 
void set_base_age (int age)
 
void mod_base_age (int mod)
 
int age () const
 
std::string age_string () const
 
int base_height () const
 
void set_base_height (int height)
 
void mod_base_height (int mod)
 
std::string height_string () const
 
int height () const
 
units::mass bodyweight () const
 
units::mass bionics_weight () const
 
int get_armor_bash (bodypart_id bp) const override
 Returns overall bashing resistance for the body_part. More...
 
int get_armor_cut (bodypart_id bp) const override
 Returns overall cutting resistance for the body_part. More...
 
int get_armor_bullet (bodypart_id bp) const override
 Returns overall bullet resistance for the body_part. More...
 
int get_armor_bash_base (bodypart_id bp) const override
 Returns bashing resistance from the creature and armor only. More...
 
int get_armor_cut_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_armor_bullet_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_env_resist (bodypart_id bp) const override
 Returns overall env_resist on a body_part. More...
 
int get_armor_acid (bodypart_id bp) const
 Returns overall acid resistance for the body part. More...
 
int get_armor_type (damage_type dt, bodypart_id bp) const override
 Returns overall resistance to given type on the bod part. More...
 
std::map< bodypart_id, int > get_all_armor_type (damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 
int get_stim () const
 
void set_stim (int new_stim)
 
void mod_stim (int mod)
 
int get_rad () const
 
void set_rad (int new_rad)
 
void mod_rad (int mod)
 
int get_stamina () const
 
int get_stamina_max () const
 
void set_stamina (int new_stamina)
 
void mod_stamina (int mod)
 
void burn_move_stamina (int moves)
 
float stamina_move_cost_modifier () const
 
void update_stamina (int turns)
 Regenerates stamina. More...
 
void on_item_wear (const item &it)
 Called when an item is worn. More...
 
void on_item_takeoff (const item &it)
 Called when an item is taken off. More...
 
void on_worn_item_washed (const item &it)
 Called when an item is washed. More...
 
void on_effect_int_change (const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
 Called when effect intensity has been changed. More...
 
void on_mutation_gain (const trait_id &mid)
 Called when a mutation is gained. More...
 
void on_mutation_loss (const trait_id &mid)
 Called when a mutation is lost. More...
 
void on_stat_change (const std::string &stat, int value) override
 Called when a stat is changed. More...
 
tripoint adjacent_tile () const
 Returns an unoccupied, safe adjacent point. More...
 
void wake_up ()
 Removes "sleep" and "lying_down". More...
 
int get_shout_volume () const
 
void shout (std::string msg="", bool order=false)
 
void vomit ()
 Handles Character vomiting effects. More...
 
void healed_bp (int bp, int amount)
 
int adjust_for_focus (int amount) const
 
void update_type_of_scent (bool init=false)
 
void update_type_of_scent (const trait_id &mut, bool gain=true)
 
void set_type_of_scent (const scenttype_id &id)
 
scenttype_id get_type_of_scent () const
 
void restore_scent ()
 restore scent after masked_scent effect run out or is removed by water More...
 
void mod_painkiller (int npkill)
 Modifies intensity of painkillers
More...
 
void set_painkiller (int npkill)
 Sets intensity of painkillers
More...
 
int get_painkiller () const
 Returns intensity of painkillers
More...
 
void react_to_felt_pain (int intensity)
 
void spores ()
 
void blossoms ()
 
void rooted_message () const
 Handles rooting effects. More...
 
void rooted ()
 
void fall_asleep ()
 Adds "sleep" to the player. More...
 
void fall_asleep (const time_duration &duration)
 
std::string is_snuggling () const
 Checks to see if the player is using floor items to keep warm, and return the name of one such item if so. More...
 
float power_rating () const override
 Returns an approximation of the creature's strength. More...
 
float speed_rating () const override
 Returns an approximate number of tiles this creature can travel per turn. More...
 
itemitem_with_best_of_quality (const quality_id &qid)
 Returns the item in the player's inventory with the highest of the specified quality. More...
 
bool sees_with_infrared (const Creature &critter) const
 Check whether the this player can see the other creature with infrared. More...
 
void place_corpse ()
 
void place_corpse (const tripoint_abs_omt &om_target)
 
int run_cost (int base_cost, bool diag=false) const
 Returns the player's modified base movement cost. More...
 
const pathfinding_settingsget_pathfinding_settings () const override
 Returns settings for pathfinding. More...
 
std::set< tripointget_path_avoid () const override
 Returns a set of points we do not want to path through. More...
 
std::vector< Creature * > get_hostile_creatures (int range) const
 Get all hostile creatures currently visible to this player. More...
 
std::vector< Creature * > get_visible_creatures (int range) const
 Returns all creatures that this player can see and that are in the given range. More...
 
std::string visible_mutations (int visibility_cap) const
 Returns an enumeration of visible mutations with colors. More...
 
player_activity get_destination_activity () const
 
void set_destination_activity (const player_activity &new_destination_activity)
 
void clear_destination_activity ()
 
std::map< bodypart_id, int > warmth (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns warmth provided by armor, etc. More...
 
bool can_use_floor_warmth () const
 Can the player lie down and cover self with blankets etc. More...
 
int floor_warmth (const tripoint &pos) const
 Final warmth from the floor. More...
 
int bodytemp_modifier_traits (bool overheated) const
 Correction factor of the body temperature due to traits and mutations. More...
 
int bodytemp_modifier_traits_floor () const
 Correction factor of the body temperature due to traits and mutations for player lying on the floor. More...
 
int temp_corrected_by_climate_control (int temperature) const
 Value of the body temperature corrected by climate control. More...
 
bool in_sleep_state () const override
 
void update_vitamins (const vitamin_id &vit)
 Set vitamin deficiency/excess disease states dependent upon current vitamin levels. More...
 
int vitamin_get (const vitamin_id &vit) const
 Check current level of a vitamin. More...
 
bool vitamin_set (const vitamin_id &vit, int qty)
 Sets level of a vitamin or returns false if id given in vit does not exist. More...
 
int vitamin_mod (const vitamin_id &vit, int qty, bool capped=true)
 Add or subtract vitamins from character storage pools. More...
 
void vitamins_mod (const std::map< vitamin_id, int > &, bool capped=true)
 
time_duration vitamin_rate (const vitamin_id &vit) const
 Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects. More...
 
int nutrition_for (const item &comest) const
 Handles the nutrition value for a comestible. More...
 
ret_val< edible_ratingcan_eat (const item &food) const
 Can the food be [theoretically] eaten no matter the consequen ces? More...
 
ret_val< edible_ratingwill_eat (const item &food, bool interactive=false) const
 Same as can_eat, but takes consequences into account. More...
 
bool can_feed_reactor_with (const item &it) const
 Determine character's capability of recharging their CBMs. More...
 
bool can_feed_furnace_with (const item &it) const
 
rechargeable_cbm get_cbm_rechargeable_with (const item &it) const
 
int get_acquirable_energy (const item &it, rechargeable_cbm cbm) const
 
int get_acquirable_energy (const item &it) const
 
bool feed_reactor_with (item &it)
 Recharge CBMs whenever possible. More...
 
bool feed_furnace_with (item &it)
 
bool fuel_bionic_with (item &it)
 
void modify_stimulation (const islot_comestible &comest)
 Used to apply stimulation modifications from food and medication. More...
 
void modify_fatigue (const islot_comestible &comest)
 Used to apply fatigue modifications from food and medication. More...
 
void modify_radiation (const islot_comestible &comest)
 Used to apply radiation from food and medication. More...
 
void modify_addiction (const islot_comestible &comest)
 Used to apply addiction modifications from food and medication. More...
 
void modify_health (const islot_comestible &comest)
 Used to apply health modifications from food and medication. More...
 
bool consume_effects (item &food)
 Handles the effects of consuming an item. More...
 
bool can_consume (const item &it) const
 Check character's capability of consumption overall. More...
 
bool can_estimate_rot () const
 True if the character has enough skill (in cooking or survival) to estimate time to rot. More...
 
bool can_consume_as_is (const item &it) const
 Check whether character can consume this very item. More...
 
bool can_consume_for_bionic (const item &it) const
 
itemget_consumable_from (item &it) const
 Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Get calorie & vitamin contents for a comestible, taking into account character traits. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const itype_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Same, but across arbitrary recipes. More...
 
morale_type allergy_type (const item &food) const
 Returns allergy type or MORALE_NULL if not allergic for this character. More...
 
nutrients compute_effective_nutrients (const item &) const
 
bool wearing_something_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body part. More...
 
bool is_wearing_helmet () const
 Returns true if the character is wearing something occupying the helmet slot. More...
 
int head_cloth_encumbrance () const
 Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head. More...
 
double armwear_factor () const
 Same as footwear factor, but for arms. More...
 
int shoe_type_count (const itype_id &it) const
 Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither. More...
 
double footwear_factor () const
 Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither. More...
 
bool is_wearing_shoes (const side &which_side=side::BOTH) const
 Returns true if the player is wearing something on their feet that is not SKINTIGHT. More...
 
bool change_side (item &it, bool interactive=true)
 Swap side on which item is worn; returns false on fail. More...
 
bool change_side (item_location &loc, bool interactive=true)
 
bool get_check_encumbrance ()
 
void set_check_encumbrance (bool new_check)
 
void update_morale ()
 Ticks down morale counters and removes them. More...
 
void apply_persistent_morale ()
 Ensures persistent morale effects are up-to-date. More...
 
void modify_morale (item &food, int nutr=0)
 Used to apply morale modifications from food and medication. More...
 
int get_morale_level () const
 
void add_morale (const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
 
bool has_morale (const morale_type &type) const
 
int get_morale (const morale_type &type) const
 
void rem_morale (const morale_type &type)
 
void clear_morale ()
 
bool has_morale_to_read () const
 
bool has_morale_to_craft () const
 
const inventorycrafting_inventory (bool clear_path)
 
const inventorycrafting_inventory (const tripoint &src_pos=tripoint_zero, int radius=PICKUP_RANGE, bool clear_path=true)
 
void invalidate_crafting_inventory ()
 
const recipe_subsetget_learned_recipes () const
 Returns all known recipes. More...
 
bool knows_recipe (const recipe *rec) const
 
void learn_recipe (const recipe *rec)
 
bool can_learn_by_disassembly (const recipe &rec) const
 
bool check_and_recover_morale ()
 Checks permanent morale for consistency and recovers it when an inconsistency is found. More...
 
std::pair< int, int > fun_for (const item &comest) const
 Handles the enjoyability value for a comestible. More...
 
void suffer ()
 Handles a large number of timers decrementing and other randomized effects. More...
 
bool irradiate (float rads, bool bypass=false)
 Handles mitigation and application of radiation. More...
 
void mend (int rate_multiplier)
 Handles the chance for broken limbs to spontaneously heal to 1 HP. More...
 
void sound_hallu ()
 Creates an auditory hallucination. More...
 
void drench (int saturation, const body_part_set &flags, bool ignore_waterproof)
 Drenches the player with water, saturation is the percent gotten wet. More...
 
void apply_wetness_morale (int temperature)
 Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature. More...
 
std::vector< std::string > short_description_parts () const
 
std::string short_description () const
 
int print_info (const catacurses::window &w, int vStart, int vLines, int column) const override
 Write information about this creature. More...
 
bool can_hear (const tripoint &source, int volume) const
 
float hearing_ability () const
 
bool knows_trap (const tripoint &pos) const
 
void add_known_trap (const tripoint &pos, const trap &t)
 
nc_color bodytemp_color (int bp) const
 Define color for displaying the body temperature. More...
 
bool sees (const tripoint &t, bool is_player=false, int range_mod=0) const override
 
bool sees (const Creature &critter) const override
 The functions check whether this creature can see the target. More...
 
Attitude attitude_to (const Creature &other) const override
 Attitude (of this creature) towards another creature. More...
 
int get_lowest_hp () const
 
bool has_weapon () const override
 
void shift_destination (const point &shift)
 
void set_destination (const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
 
void clear_destination ()
 
bool has_distant_destination () const
 
bool is_auto_moving () const
 
bool has_destination () const
 
bool has_destination_activity () const
 
void start_destination_activity ()
 
std::vector< tripoint > & get_auto_move_route ()
 
action_id get_next_auto_move_direction ()
 
bool defer_move (const tripoint &next)
 
std::map< bodypart_id, float > bodypart_exposure ()
 Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked). More...
 
bool pour_into (item &container, item &liquid)
 Try to pour the given liquid into the given container/vehicle. More...
 
bool pour_into (vehicle &veh, item &liquid)
 
- Public Member Functions inherited from Creature
virtual ~Creature ()
 
virtual bool is_player () const
 
virtual bool is_avatar () const
 
virtual bool is_npc () const
 
virtual bool is_monster () const
 
virtual monsteras_monster ()
 
virtual const monsteras_monster () const
 
virtual npcas_npc ()
 
virtual const npcas_npc () const
 
virtual playeras_player ()
 
virtual const playeras_player () const
 
virtual avataras_avatar ()
 
virtual const avataras_avatar () const
 
virtual bool is_fake () const
 Returns true for non-real Creatures used temporarily; i.e. More...
 
virtual void set_fake (bool fake_value)
 Sets a Creature's fake boolean. More...
 
virtual void bleed () const
 Adds an appropriate blood splatter. More...
 
virtual float dodge_roll ()=0
 
virtual float stability_roll () const =0
 
virtual bool avoid_trap (const tripoint &pos, const trap &tr) const =0
 Called when a creature triggers a trap, returns true if they don't set it off. More...
 
Creatureauto_find_hostile_target (int range, int &boo_hoo, int area=0)
 For fake-players (turrets, mounted turrets) this functions chooses a target. More...
 
double ranged_target_size () const
 Size of the target this creature presents to ranged weapons. More...
 
void knock_back_from (const tripoint &p)
 
virtual void knock_back_to (const tripoint &to)=0
 
int size_melee_penalty () const
 
virtual int deal_melee_attack (Creature *source, int hitroll)
 
virtual void deal_melee_hit (Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
 
virtual void deal_projectile_attack (Creature *source, dealt_projectile_attack &attack)
 Attempts to harm a creature with a projectile. More...
 
virtual void deal_damage_handle_type (const damage_unit &du, bodypart_id bp, int &damage, int &pain)
 
virtual void on_dodge (Creature *source, float difficulty)=0
 This creature just dodged an attack - possibly special/ranged attack - from source. More...
 
virtual bool digging () const
 
virtual bool is_underwater () const
 
virtual bool is_hallucination () const =0
 
virtual bool is_dead_state () const =0
 
bool is_dangerous_fields (const field &fld) const
 Returns true if there is a field in the field set that is dangerous to us. More...
 
bool is_dangerous_field (const field_entry &entry) const
 Returns true if the given field entry is dangerous to us. More...
 
virtual float fall_damage_mod () const =0
 Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels) More...
 
virtual int impact (int force, const tripoint &pos)=0
 Deals falling/collision damage with terrain/creature at pos. More...
 
void check_dead_state ()
 This function checks the creatures is_dead_state and (if true) calls die. More...
 
void add_effect (const effect &eff, bool force=false, bool deferred=false)
 
virtual void add_effect (const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false)
 Adds or modifies an effect. More...
 
void add_effect (const efftype_id &eff_id, const time_duration &dur, body_part bp=num_bp, int intensity=0, bool force=false, bool deferred=false)
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp=num_bp, int intensity=1, bool force=false)
 Gives chance to save via environmental resist, returns false if resistance was successful. More...
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp, bool REMOVED, int intensity=1, bool force=false)=delete
 
bool remove_effect (const efftype_id &eff_id, body_part bp=num_bp)
 Removes a listed effect. More...
 
virtual bool remove_effect (const efftype_id &eff_id, const bodypart_str_id &bp)
 
void clear_effects ()
 Remove all effects. More...
 
bool has_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Check if creature has the matching effect. More...
 
bool has_effect (const efftype_id &eff_id, const bodypart_str_id &bp) const
 
bool has_effect_with_flag (const std::string &flag, body_part bp=num_bp) const
 Check if creature has any effect with the given flag. More...
 
const effectget_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Return the effect that matches the given arguments exactly. More...
 
effectget_effect (const efftype_id &eff_id, body_part bp=num_bp)
 
std::vector< const effect * > get_all_effects_of_type (const efftype_id &eff_id) const
 Returns pointers to all effects matching given type. More...
 
time_duration get_effect_dur (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the duration of the matching effect. More...
 
int get_effect_int (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the intensity of the matching effect. More...
 
bool resists_effect (const effect &e) const
 Returns true if the creature resists an effect. More...
 
void set_value (const std::string &key, const std::string &value)
 
void remove_value (const std::string &key)
 
std::string get_value (const std::string &key) const
 
void process_effects ()
 Processes through all the effects on the Creature. More...
 
virtual void process_effects_internal ()=0
 Processes effects according to class (monster, player) More...
 
virtual void mod_pain (int npain)
 
virtual void mod_pain_noresist (int npain)
 
virtual void set_pain (int npain)
 
virtual int get_pain () const
 
virtual int get_perceived_pain () const
 
int get_moves () const
 
void mod_moves (int nmoves)
 
void set_moves (int nmoves)
 
virtual Creatureget_killer () const
 
virtual int get_num_blocks () const
 
virtual int get_num_dodges () const
 
virtual int get_num_blocks_bonus () const
 
virtual int get_num_dodges_bonus () const
 
virtual int get_num_dodges_base () const
 
virtual int get_armor_bash_bonus () const
 
virtual int get_armor_cut_bonus () const
 
virtual int get_armor_bullet_bonus () const
 
virtual float get_melee () const =0
 
virtual float get_hit () const
 
virtual int get_hp (const bodypart_id &bp) const
 
virtual int get_hp () const
 
virtual int get_hp_max (const bodypart_id &bp) const
 
virtual int get_hp_max () const
 
virtual int hp_percentage () const =0
 
virtual bool has_flag (const m_flag) const
 
virtual bool uncanny_dodge ()
 
anatomy_id get_anatomy () const
 
void set_anatomy (anatomy_id anat)
 
bodypart_id get_random_body_part (bool main=false) const
 
std::vector< bodypart_idget_all_body_parts (bool only_main=false) const
 Returns body parts this creature have. More...
 
const std::map< bodypart_str_id, bodypart > & get_body () const
 
void set_body ()
 
bodypartget_part (const bodypart_id &id)
 
bodypart get_part (const bodypart_id &id) const
 
int get_part_hp_cur (const bodypart_id &id) const
 
int get_part_hp_max (const bodypart_id &id) const
 
int get_part_healed_total (const bodypart_id &id) const
 
void set_part_hp_cur (const bodypart_id &id, int set)
 
void set_part_hp_max (const bodypart_id &id, int set)
 
void set_part_healed_total (const bodypart_id &id, int set)
 
void mod_part_hp_cur (const bodypart_id &id, int mod)
 
void mod_part_hp_max (const bodypart_id &id, int mod)
 
void mod_part_healed_total (const bodypart_id &id, int mod)
 
void set_all_parts_hp_cur (int set)
 
void set_all_parts_hp_to_max ()
 
virtual int get_speed_base () const
 
virtual int get_speed_bonus () const
 
virtual int get_block_bonus () const
 
virtual float get_dodge_bonus () const
 
virtual float get_hit_bonus () const
 
virtual void set_num_blocks_bonus (int nblocks)
 
virtual void mod_num_dodges_bonus (int ndodges)
 
virtual void set_armor_bash_bonus (int nbasharm)
 
virtual void set_armor_cut_bonus (int ncutarm)
 
virtual void set_armor_bullet_bonus (int nbulletarm)
 
virtual void set_speed_base (int nspeed)
 
virtual void set_speed_bonus (int nspeed)
 
virtual void set_block_bonus (int nblock)
 
virtual void mod_speed_bonus (int nspeed)
 
virtual void mod_block_bonus (int nblock)
 
virtual void set_dodge_bonus (float ndodge)
 
virtual void set_hit_bonus (float nhit)
 
virtual void mod_dodge_bonus (float ndodge)
 
virtual void mod_hit_bonus (float nhit)
 
void draw (const catacurses::window &w, const point &origin, bool inverted) const
 
void draw (const catacurses::window &w, const tripoint &origin, bool inverted) const
 
void describe_infrared (std::vector< std::string > &buf) const
 Describe this creature as seen by the avatar via infrared vision. More...
 
void describe_specials (std::vector< std::string > &buf) const
 Describe this creature as detected by the avatar's special senses. More...
 
virtual void add_msg_if_player (const std::string &) const
 
virtual void add_msg_if_player (const game_message_params &, const std::string &) const
 
void add_msg_if_player (const translation &) const
 
void add_msg_if_player (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_player (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_if_npc (const std::string &) const
 
virtual void add_msg_if_npc (const game_message_params &, const std::string &) const
 
void add_msg_if_npc (const translation &) const
 
void add_msg_if_npc (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_npc (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_player_or_npc (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_npc (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_npc (const translation &, const translation &) const
 
void add_msg_player_or_npc (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_npc (const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
virtual void add_msg_player_or_say (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_say (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_say (const translation &, const translation &) const
 
void add_msg_player_or_say (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_say (const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
virtual nc_color basic_symbol_color () const =0
 
virtual bool is_symbol_highlighted () const
 
effects_map get_all_effects () const
 
body_part select_body_part (Creature *source, int hit_roll) const
 
std::string replace_with_npc_name (std::string input) const
 This function replaces the "<npcname>" substring with the disp_name of this creature. More...
 
- Public Member Functions inherited from visitable< Character >
VisitResponse visit_items (const std::function< VisitResponse(item *, item *)> &func)
 Traverses this object and any child items contained using a visitor pattern. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *, const item *)> &func) const
 
VisitResponse visit_items (const std::function< VisitResponse(item *)> &func)
 Lightweight version which provides only the current node. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *)> &func) const
 
itemfind_parent (const item &it)
 Determine the immediate parent container (if any) for an item. More...
 
const itemfind_parent (const item &it) const
 
std::vector< item * > parents (const item &it)
 Returns vector of parent containers (if any) starting with the innermost. More...
 
std::vector< const item * > parents (const item &it) const
 
bool has_item (const item &it) const
 Returns true if this visitable instance contains the item. More...
 
bool has_item_with (const std::function< bool(const item &)> &filter) const
 Returns true if any item (including those within a container) matches the filter. More...
 
bool has_quality (const quality_id &qual, int level=1, int qty=1) const
 Returns true if instance has amount (or more) items of at least quality level. More...
 
int max_quality (const quality_id &qual) const
 Return maximum tool quality level provided by instance or INT_MIN if not found. More...
 
int charges_of (const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
 Count maximum available charges from this instance and any contained items. More...
 
int amount_of (const itype_id &what, bool pseudo=true, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >) const
 Count items matching id including both this instance and any contained items. More...
 
bool has_amount (const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
 Check instance provides at least qty of an item (. More...
 
std::vector< item * > items_with (const std::function< bool(const item &)> &filter)
 Returns all items (including those within a container) matching the filter. More...
 
std::vector< const item * > items_with (const std::function< bool(const item &)> &filter) const
 
std::list< itemremove_items_with (const std::function< bool(const item &)> &filter, int count=INT_MAX)
 Removes items contained by this instance which match the filter. More...
 
item remove_item (item &it)
 Removes and returns the item which must be contained by this instance. More...
 

Static Public Member Functions

static hp_part bp_to_hp (body_part bp)
 Converts a body_part to an hp_part. More...
 
static body_part hp_to_bp (hp_part hpart)
 Converts an hp_part to a body_part. More...
 
static int worn_position_to_index (int position)
 
static int floor_bedding_warmth (const tripoint &pos)
 Warmth from terrain, furniture, vehicle furniture and traps. More...
 
static int floor_item_warmth (const tripoint &pos)
 Warmth from clothing on the floor. More...
 
- Static Public Member Functions inherited from Creature
static std::string attitude_raw_string (Attitude att)
 Simplified attitude string for unlocalized needs. More...
 
static const std::pair< translation, nc_color > & get_attitude_ui_data (Attitude att)
 Creature Attitude as String and color. More...
 
static void load_hit_range (const JsonObject &)
 
static void reset_hit_range ()
 

Public Attributes

bool death_drops = true
 
bool controlling_vehicle = false
 
int str_max = 0
 
int dex_max = 0
 
int int_max = 0
 
int per_max = 0
 
int str_cur = 0
 
int dex_cur = 0
 
int int_cur = 0
 
int per_cur = 0
 
int blocks_left = 0
 
int dodges_left = 0
 
double recoil = MAX_RECOIL
 
profession_id prof
 
std::string custom_profession
 
bool reach_attacking = false
 
std::vector< tripoint_abs_omtomt_path
 
pimpl< known_magicmagic
 
std::string name
 
bool male = true
 
std::list< itemworn
 
std::array< int, num_hp_partsdamage_bandaged
 
std::array< int, num_hp_partsdamage_disinfected
 
bool nv_cached = false
 
bool in_vehicle = false
 
bool hauling = false
 
player_activity stashed_outbounds_activity
 
player_activity stashed_outbounds_backlog
 
player_activity activity
 
std::list< player_activitybacklog
 
cata::optional< tripointdestination_point
 
inventory inv
 
itype_id last_item
 
item weapon
 
int scent = 0
 
pimpl< bionic_collectionmy_bionics
 
pimpl< character_martial_artsmartial_arts_data
 
stomach_contents stomach
 
pimpl< consumption_history_tconsumption_history
 
int oxygen = 0
 
int tank_plut = 0
 
int reactor_plut = 0
 
int slow_rad = 0
 
int focus_pool = 0
 
int cash = 0
 
std::set< character_idfollower_ids
 
weak_ptr_fast< Creaturelast_target
 
cata::optional< tripointlast_target_pos
 
item_location ammo_location
 
std::set< tripoint_abs_omtcamps
 
time_point cached_time
 
std::vector< addictionaddictions
 
shared_ptr_fast< monstermounted_creature
 
int mounted_creature_id = 0
 
int activity_vehicle_part_index = -1
 
std::array< int, num_hp_partshealed_total
 
std::map< std::string, int > mutation_category_level
 
std::array< int, num_bptemp_cur
 
std::array< int, num_bpfrostbite_timer
 
std::array< int, num_bptemp_conv
 
std::array< int, num_bpbody_wetness
 
std::array< int, num_bpdrench_capacity
 
time_point next_climate_control_check
 
bool last_climate_control_ret = false
 
- Public Attributes inherited from Creature
FacingDirection facing = FD_RIGHT
 return the direction the creature is facing, for sdl horizontal flip More...
 
int moves = 0
 
bool underwater = false
 

Static Public Attributes

static const std::vector< material_idfleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
 
- Static Public Attributes inherited from Creature
static const std::map< std::string, m_sizesize_map
 
static const std::set< material_idcmat_flesh
 
static const std::set< material_idcmat_fleshnveg
 
static const std::set< material_idcmat_flammable
 
static const std::set< material_idcmat_flameres
 
static std::vector< int > dispersion_for_even_chance_of_good_hit = default_dispersion_for_ecogh
 

Protected Member Functions

void do_skill_rust ()
 
void apply_mods (const trait_id &mut, bool add_remove)
 Applies stat mods to character. More...
 
char_encumbrance_data calc_encumbrance () const
 Recalculate encumbrance for all body parts. More...
 
char_encumbrance_data calc_encumbrance (const item &new_item) const
 Recalculate encumbrance for all body parts as if new_item was also worn. More...
 
void mut_cbm_encumb (char_encumbrance_data &vals) const
 Applies encumbrance from mutations and bionics only. More...
 
std::list< item >::iterator position_to_wear_new_item (const item &new_item)
 Return the position in the worn list where new_item would be put by default. More...
 
void item_encumb (char_encumbrance_data &vals, const item &new_item) const
 Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items. More...
 
void on_damage_of_type (int adjusted_damage, damage_type type, const bodypart_id &bp) override
 
 Character ()
 
 Character (Character &&)
 
Characteroperator= (Character &&)
 
void store (JsonOut &json) const
 Load variables from json into object. More...
 
void load (const JsonObject &data)
 Gather variables for saving. More...
 
- Protected Member Functions inherited from Creature
void set_killer (Creature *killer)
 
virtual void process_one_effect (effect &e, bool is_new)=0
 Processes one effect on the Creature. More...
 
 Creature ()
 
 Creature (const Creature &)=default
 
 Creature (Creature &&)=default
 
Creatureoperator= (const Creature &)=default
 
Creatureoperator= (Creature &&)=default
 
void store (JsonOut &jsout) const
 These two functions are responsible for storing and loading the members of this class to/from json data. More...
 
void load (const JsonObject &jsin)
 

Protected Attributes

std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bpmut_drench
 
tripoint position
 
int str_bonus = 0
 Bonuses to stats, calculated each turn. More...
 
int dex_bonus = 0
 
int per_bonus = 0
 
int int_bonus = 0
 
int healthy = 0
 How healthy the character is. More...
 
int healthy_mod = 0
 
int init_age = 25
 age in years at character creation More...
 
int init_height = 175
 height at character creation More...
 
m_size size_class = MS_MEDIUM
 Size class of character. More...
 
trap_map known_traps
 
pimpl< char_encumbrance_dataencumbrance_cache
 
std::map< std::string, double > cached_info
 
bool bio_soporific_powered_at_last_sleep_check = false
 
time_point last_sleep_check = calendar::turn_zero
 last time we checked for sleep More...
 
std::map< faction_id, std::pair< int, time_point > > warning_record
 warnings from a faction about bad behavior More...
 
std::unordered_map< trait_id, trait_datamy_mutations
 Traits / mutations of the character. More...
 
std::unordered_set< trait_idmy_traits
 Contains mutation ids of the base traits. More...
 
std::vector< const mutation_branch * > cached_mutations
 Pointers to mutation branches in my_mutations. More...
 
pimpl< SkillLevelMap_skills
 Character skills. More...
 
pimpl< SkillLevelMapautolearn_skills_stamp
 Stamp of character skills. More...
 
pimpl< recipe_subsetlearned_recipes
 Subset of learned recipes. More...
 
std::bitset< NUM_VISION_MODESvision_mode_cache
 
float nv_range = 0
 
int sight_max = 0
 
time_point time_died = calendar::before_time_starts
 
pimpl< pathfinding_settingspath_settings
 Cache for pathfinding settings. More...
 
int faction_api_version = 2
 
faction_id fac_id
 
factionmy_fac = nullptr
 
character_movemode move_mode = CMM_WALK
 
std::map< vitamin_id, int > vitamin_levels
 Current deficiency/excess quantity for each vitamin. More...
 
pimpl< player_moralemorale
 
pimpl< enchantmentenchantment_cache
 
std::unordered_map< point_abs_omt, time_durationovermap_time
 Amount of time the player has spent in each overmap tile. More...
 
- Protected Attributes inherited from Creature
Creaturekiller = nullptr
 
pimpl< effects_mapeffects
 
std::unordered_map< std::string, std::string > values
 
int num_blocks = 0
 
int num_dodges = 0
 
int num_blocks_bonus = 0
 
int num_dodges_bonus = 0
 
int armor_bash_bonus = 0
 
int armor_cut_bonus = 0
 
int armor_bullet_bonus = 0
 
int speed_base = 0
 
int speed_bonus = 0
 
float dodge_bonus = 0.0
 
int block_bonus = 0
 
float hit_bonus = 0.0
 
bool fake = false
 

Private Member Functions

bool valid_aoe_technique (Creature &t, const ma_technique &technique)
 Check if an area-of-effect technique has valid targets. More...
 
bool valid_aoe_technique (Creature &t, const ma_technique &technique, std::vector< Creature * > &targets)
 
int get_mod (const trait_id &mut, const std::string &arg) const
 Retrieves a stat mod of a mutation. More...
 
void apply_skill_boost ()
 Applies skill-based boosts to stats. More...
 
void old_mutate ()
 
void suffer_water_damage (const mutation_branch &mdata)
 suffer() subcalls More...
 
void suffer_mutation_power (const mutation_branch &mdata, Character::trait_data &tdata)
 
void suffer_while_underwater ()
 
void suffer_from_addictions ()
 
void suffer_while_awake (int current_stim)
 
void suffer_from_chemimbalance ()
 
void suffer_from_schizophrenia ()
 
void suffer_from_asthma (int current_stim)
 
void suffer_in_sunlight ()
 
void suffer_from_sunburn ()
 
void suffer_from_other_mutations ()
 
void suffer_from_radiation ()
 
void suffer_from_bad_bionics ()
 
void suffer_from_artifacts ()
 
void suffer_from_stimulants (int current_stim)
 
void suffer_without_sleep (int sleep_deprivation)
 
bool is_visible_in_range (const Creature &critter, int range) const
 Check whether the other creature is in range and can be seen by this creature. More...
 

Private Attributes

player_activity destination_activity
 
character_id id
 
units::energy power_level
 
units::energy max_power_level
 
int stored_calories = 0
 Needs (hunger, starvation, thirst, fatigue, etc.) More...
 
int thirst = 0
 
int stamina = 0
 
int fatigue = 0
 
int sleep_deprivation = 0
 
bool check_encumbrance = true
 
int stim = 0
 
int pkill = 0
 
int radiation = 0
 
std::vector< tripointauto_move_route
 
cata::optional< tripointnext_expected_position
 
scenttype_id type_of_scent
 
struct weighted_int_list< std::string > melee_miss_reasons
 
int cached_moves = 0
 
tripoint cached_position
 
inventory cached_crafting_inventory
 

Additional Inherited Members

Detailed Description

Definition at line 202 of file character.h.

Member Typedef Documentation

◆ trap_map

using Character::trap_map = std::map<tripoint, std::string>

Definition at line 1994 of file character.h.

Member Enumeration Documentation

◆ comfort_level

enum class Character::comfort_level
strong
Enumerator
impossible 
uncomfortable 
neutral 
slightly_comfortable 
comfortable 
very_comfortable 

Definition at line 231 of file character.h.

231 {
232 impossible = -999,
233 uncomfortable = -7,
234 neutral = 0,
235 slightly_comfortable = 3,
236 comfortable = 5,
237 very_comfortable = 10
238 };

◆ water_tolerance

Enumerator
WT_IGNORED 
WT_NEUTRAL 
WT_GOOD 
NUM_WATER_TOLERANCE 

Definition at line 773 of file character.h.

773 {
774 WT_IGNORED = 0,
776 WT_GOOD,
778 };
@ WT_NEUTRAL
Definition: character.h:775
@ WT_IGNORED
Definition: character.h:774
@ NUM_WATER_TOLERANCE
Definition: character.h:777

Constructor & Destructor Documentation

◆ Character() [1/3]

Character::Character ( const Character )
delete

◆ ~Character()

Character::~Character ( )
overridedefault

◆ Character() [2/3]

Character::Character ( )
protected

Definition at line 394 of file character.cpp.

394 :
396 damage_bandaged( {{ 0 }} ),
397 damage_disinfected( {{ 0 }} ),
399 id( -1 ),
402{
403 str_max = 0;
404 dex_max = 0;
405 per_max = 0;
406 int_max = 0;
407 str_cur = 0;
408 dex_cur = 0;
409 per_cur = 0;
410 int_cur = 0;
411 str_bonus = 0;
412 dex_bonus = 0;
413 per_bonus = 0;
414 int_bonus = 0;
415 healthy = 0;
416 healthy_mod = 0;
417 thirst = 0;
418 fatigue = 0;
420 set_rad( 0 );
421 tank_plut = 0;
422 reactor_plut = 0;
423 slow_rad = 0;
424 set_stim( 0 );
425 set_stamina( 10000 ); //Temporary value for stamina. It will be reset later from external json option.
426 set_anatomy( anatomy_id("human_anatomy") );
427 update_type_of_scent( true );
428 pkill = 0;
431 healed_total = { { 0, 0, 0, 0, 0, 0 } };
432
433 name.clear();
434 custom_profession.clear();
436
437 *path_settings = pathfinding_settings{ 0, 1000, 1000, 0, true, true, true, false, true };
438
441 temp_cur.fill( BODYTEMP_NORM );
442 frostbite_timer.fill( 0 );
443 temp_conv.fill( BODYTEMP_NORM );
444
445 body_wetness.fill( 0 );
446
459}
string_id< anatomy > anatomy_id
Definition: anatomy.h:14
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
@ CMM_WALK
Definition: character.h:102
bool last_climate_control_ret
Definition: character.h:2215
character_movemode move_mode
Definition: character.h:2128
int str_max
Definition: character.h:242
std::array< int, num_bp > frostbite_timer
Definition: character.h:2210
void update_type_of_scent(bool init=false)
Definition: character.cpp:8731
int str_cur
Definition: character.h:247
int str_bonus
Bonuses to stats, calculated each turn.
Definition: character.h:2052
profession_id prof
Definition: character.h:563
int dex_cur
Definition: character.h:248
std::array< int, num_bp > temp_conv
Definition: character.h:2210
int max_stored_kcal() const
Definition: character.cpp:4317
int per_max
Definition: character.h:245
void set_stim(int new_stim)
Definition: character.cpp:7166
void set_stamina(int new_stamina)
Definition: character.cpp:7208
std::string name
Definition: character.h:1504
std::array< int, num_bp > body_wetness
Definition: character.h:2211
time_point next_climate_control_check
Definition: character.h:2214
int stored_calories
Needs (hunger, starvation, thirst, fatigue, etc.)
Definition: character.h:2175
int per_bonus
Definition: character.h:2054
time_point cached_time
Definition: character.h:1544
std::string custom_profession
Definition: character.h:564
int dex_bonus
Definition: character.h:2053
pimpl< pathfinding_settings > path_settings
Cache for pathfinding settings.
Definition: character.h:2117
std::array< int, num_hp_parts > damage_bandaged
Definition: character.h:1508
character_id id
Definition: character.h:2169
int healthy
How healthy the character is.
Definition: character.h:2058
int sleep_deprivation
Definition: character.h:2181
int int_cur
Definition: character.h:249
int int_max
Definition: character.h:244
int reactor_plut
Definition: character.h:1532
int fatigue
Definition: character.h:2180
std::array< int, num_bp > drench_capacity
Definition: character.h:2212
std::array< int, num_bp > temp_cur
Definition: character.h:2210
void initialize_stomach_contents()
Definition: stomach.cpp:195
std::array< int, num_hp_parts > healed_total
Definition: character.h:1717
void set_rad(int new_rad)
Definition: character.cpp:7181
int slow_rad
Definition: character.h:1533
int per_cur
Definition: character.h:250
int tank_plut
Definition: character.h:1531
int healthy_mod
Definition: character.h:2059
int dex_max
Definition: character.h:243
int thirst
Definition: character.h:2177
cata::optional< tripoint > next_expected_position
Definition: character.h:2191
int int_bonus
Definition: character.h:2055
std::array< int, num_hp_parts > damage_disinfected
Definition: character.h:1508
void set_anatomy(anatomy_id anat)
Definition: creature.cpp:1522
static const profession_id & generic()
Definition: profession.cpp:248
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr int BODYTEMP_NORM
Level 1 hotness.
Definition: weather.h:36

◆ Character() [3/3]

Character::Character ( Character &&  )
protecteddefault

Member Function Documentation

◆ absorb_hit()

void Character::absorb_hit ( const bodypart_id bp,
damage_instance dam 
)
overridevirtual

Runs through all bionics and armor on a part and reduces damage through their armor_absorb.

Implements Creature.

Definition at line 8151 of file character.cpp.

8152{
8153 std::list<item> worn_remains;
8154 bool armor_destroyed = false;
8155
8156 for( damage_unit &elem : dam.damage_units ) {
8157 if( elem.amount < 0 ) {
8158 // Prevents 0 damage hits (like from hallucinations) from ripping armor
8159 elem.amount = 0;
8160 continue;
8161 }
8162
8163 // The bio_ads CBM absorbs percentage melee damage and ranged damage (where possible) after armour.
8164 if( has_active_bionic( bio_ads ) && ( elem.amount > 0 ) && ( elem.type == DT_BASH ||
8165 elem.type == DT_CUT || elem.type == DT_STAB || elem.type == DT_BULLET ) ) {
8166 float elem_multi = 1;
8167 // HACK: In the future this hopefully gets streamlined.
8168 const auto &all_bionics = get_bionics();
8169 size_t index;
8170 for( index = 0; index < all_bionics.size(); index++ ) {
8171 if( all_bionics[index] == bio_ads ) {
8172 break;
8173 }
8174 }
8175 bionic &bio = bionic_at_index( index );
8176 // HACK: Halves charge rate when hit for the next 3 turns, doesn't stack. See bionics.cpp for more information.
8177 bio.charge_timer = 6;
8178 // Bullet affected significantly more than stab, stab more than cut, cut more than bash.
8179 if( elem.type == DT_BASH ) {
8180 elem_multi = 0.8;
8181 } else if( elem.type == DT_CUT ) {
8182 elem_multi = 0.7;
8183 } else if( elem.type == DT_STAB ) {
8184 elem_multi = 0.55;
8185 } else if( elem.type == DT_BULLET ) {
8186 elem_multi = 0.25;
8187 }
8188 units::energy ads_cost = elem.amount * 500_J;
8189 if( bio.energy_stored >= ads_cost ) {
8190 dam.mult_damage( elem_multi );
8191 bio.energy_stored -= ads_cost;
8192 } else if( bio.energy_stored < ads_cost && bio.energy_stored != 0_kJ ) {
8193 // If you get hit and you lack energy it either deactivates, or deactivates and shorts out.
8194 // Either way you still get protection.
8195 dam.mult_damage( elem_multi );
8196 bio.energy_stored = 0_kJ;
8197 deactivate_bionic( index );
8198 const units::energy shatter_thresh = ( elem.type == DT_BULLET ) ? 20_kJ : 15_kJ;
8199 if( ads_cost >= shatter_thresh ) {
8200 if( bio.incapacitated_time == 0_turns ) {
8201 add_msg_if_player( m_bad, _( "Your forcefield shatters and the feedback shorts out the %s!" ),
8202 bio.info().name );
8203 }
8204 int over = units::to_kilojoule( ads_cost - ( shatter_thresh - 5_kJ ) );
8205 bio.incapacitated_time += ( ( over / 5 ) ) * 1_turns;
8206 } else {
8207 add_msg_if_player( m_bad, _( "Your forcefield crackles and the %s powers down." ),
8208 bio.info().name );
8209 }
8210 } else {
8211 //You tried to (re)activate it and immediately enter combat, no mitigation for you.
8212 deactivate_bionic( index );
8213 add_msg_if_player( m_bad, _( "The %s is interrupted and powers down." ), bio.info().name );
8214 }
8215 }
8216
8217 armor_enchantment_adjust( *this, elem );
8218
8219 // Only the outermost armor can be set on fire
8220 bool outermost = true;
8221 // The worn vector has the innermost item first, so
8222 // iterate reverse to damage the outermost (last in worn vector) first.
8223 for( auto iter = worn.rbegin(); iter != worn.rend(); ) {
8224 item &armor = *iter;
8225
8226 if( !armor.covers( bp->token ) ) {
8227 ++iter;
8228 continue;
8229 }
8230
8231 const std::string pre_damage_name = armor.tname();
8232 bool destroy = false;
8233
8234 item_armor_enchantment_adjust( *this, elem, armor );
8235 // Heat damage can set armor on fire
8236 // Even though it doesn't cause direct physical damage to it
8237 if( outermost && elem.type == DT_HEAT && elem.amount >= 1.0f ) {
8238 // TODO: Different fire intensity values based on damage
8239 fire_data frd{ 2 };
8240 destroy = armor.burn( frd );
8241 int fuel = roll_remainder( frd.fuel_produced );
8242 if( fuel > 0 ) {
8243 add_effect( effect_onfire, time_duration::from_turns( fuel + 1 ), bp->token, 0, false, true );
8244 }
8245 }
8246
8247 if( !destroy ) {
8248 destroy = armor_absorb( elem, armor );
8249 }
8250
8251 if( destroy ) {
8252 if( g->u.sees( *this ) ) {
8253 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ),
8254 m_neutral, _( "destroyed" ), m_info );
8255 }
8256 destroyed_armor_msg( *this, pre_damage_name );
8257 armor_destroyed = true;
8258 armor.on_takeoff( *this );
8259 for( const item *it : armor.contents.all_items_top() ) {
8260 worn_remains.push_back( *it );
8261 }
8262 // decltype is the type name of the iterator, note that reverse_iterator::base returns the
8263 // iterator to the next element, not the one the revers_iterator points to.
8264 // http://stackoverflow.com/questions/1830158/how-to-call-erase-with-a-reverse-iterator
8265 iter = decltype( iter )( worn.erase( --( iter.base() ) ) );
8266 } else {
8267 ++iter;
8268 outermost = false;
8269 }
8270 }
8271
8272 passive_absorb_hit( bp, elem );
8273
8274 if( elem.type == DT_BASH ) {
8275 if( has_trait( trait_LIGHT_BONES ) ) {
8276 elem.amount *= 1.4;
8277 }
8278 if( has_trait( trait_HOLLOW_BONES ) ) {
8279 elem.amount *= 1.8;
8280 }
8281 }
8282
8283 elem.amount = std::max( elem.amount, 0.0f );
8284 }
8285 map &here = get_map();
8286 for( item &remain : worn_remains ) {
8287 here.add_item_or_charges( pos(), remain );
8288 }
8289 if( armor_destroyed ) {
8291 }
8292}
static const trait_id trait_HOLLOW_BONES("HOLLOW_BONES")
static void item_armor_enchantment_adjust(Character &guy, damage_unit &du, item &armor)
Definition: character.cpp:8077
static void destroyed_armor_msg(Character &who, const std::string &pre_damage_name)
Definition: character.cpp:8063
static const bionic_id bio_ads("bio_ads")
static void armor_enchantment_adjust(Character &guy, damage_unit &du)
Definition: character.cpp:8115
static const trait_id trait_LIGHT_BONES("LIGHT_BONES")
static const efftype_id effect_onfire("onfire")
bionic & bionic_at_index(int i)
Returns the bionic at a given index in my_bionics[].
Definition: bionics.cpp:2652
int posx() const override
Definition: character.h:779
int posy() const override
Definition: character.h:782
std::list< item > worn
Definition: character.h:1507
bool armor_absorb(damage_unit &du, item &armor)
Reduces and mutates du, prints messages about armor taking damage.
Definition: character.cpp:8294
bool deactivate_bionic(int b, bool eff_only=false)
Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.
Definition: bionics.cpp:1064
void drop_invalid_inventory()
Definition: character.cpp:3198
void passive_absorb_hit(const bodypart_id &bp, damage_unit &du) const
Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.
Definition: character.cpp:8044
const tripoint & pos() const override
Definition: character.cpp:714
std::vector< bionic_id > get_bionics() const
Definition: character.cpp:1868
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1887
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:980
virtual void add_msg_if_player(const std::string &) const
Definition: creature.h:593
std::list< item * > all_items_top()
returns a list of pointers to all top-level items
Definition: item.h:177
item_contents contents
Definition: item.h:2158
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4473
void on_takeoff(Character &p)
Callback when a character takes off an item.
Definition: item.cpp:4314
bool burn(fire_data &frd)
Burns the item.
Definition: item.cpp:8153
bool covers(body_part bp) const
Whether this item (when worn) covers the given body part.
Definition: item.cpp:743
Manage and cache data about a part of the map.
Definition: map.h:384
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4235
void add(const point &pos, direction p_oDir, const std::string &p_sText, game_message_type p_gmt, const std::string &p_sText2="", game_message_type p_gmt2=m_neutral, const std::string &p_sType="")
Definition: output.cpp:1757
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
@ DT_STAB
Definition: damage.h:27
@ DT_BASH
Definition: damage.h:24
@ DT_CUT
Definition: damage.h:25
@ DT_BULLET
Definition: damage.h:31
@ DT_HEAT
Definition: damage.h:28
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
std::unique_ptr< game > g
Definition: game.cpp:276
map & get_map()
Definition: map.cpp:146
constexpr value_type to_kilojoule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:46
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
scrollingcombattext SCT
Definition: output.cpp:65
int roll_remainder(double value)
Definition: rng.cpp:96
translation name
Definition: bionics.h:34
const bionic_data & info() const
Definition: bionics.h:168
int charge_timer
Definition: bionics.h:151
units::energy energy_stored
Definition: bionics.h:161
time_duration incapacitated_time
Definition: bionics.h:159
std::vector< damage_unit > damage_units
Definition: damage.h:52
void mult_damage(double multiplier, bool pre_armor=false)
Definition: damage.cpp:48
float amount
Definition: damage.h:37
damage_type type
Definition: damage.h:36
Contains the state of a fire in one tile on one turn.
Definition: fire.h:18
Definition: point.h:35
#define _(msg)
Definition: translations.h:116

References _, scrollingcombattext::add(), Creature::add_effect(), map::add_item_or_charges(), Creature::add_msg_if_player(), item_contents::all_items_top(), damage_unit::amount, armor_absorb(), armor_enchantment_adjust(), bio_ads, bionic_at_index(), item::burn(), bionic::charge_timer, item::contents, item::covers(), damage_instance::damage_units, deactivate_bionic(), destroyed_armor_msg(), drop_invalid_inventory(), DT_BASH, DT_BULLET, DT_CUT, DT_HEAT, DT_STAB, effect_onfire, bionic::energy_stored, time_duration::from_turns(), g, get_bionics(), get_map(), has_active_bionic(), has_trait(), bionic::incapacitated_time, bionic::info(), item_armor_enchantment_adjust(), m_bad, m_info, m_neutral, damage_instance::mult_damage(), bionic_data::name, NORTH, item::on_takeoff(), passive_absorb_hit(), pos(), posx(), posy(), remove_color_tags(), roll_remainder(), SCT, item::tname(), units::to_kilojoule(), trait_HOLLOW_BONES, trait_LIGHT_BONES, damage_unit::type, and worn.

◆ action_taken()

void Character::action_taken ( )

Called after every action, invalidates player caches.

Definition at line 877 of file character.cpp.

878{
879 nv_cached = false;
880}
bool nv_cached
Definition: character.h:1509

References nv_cached.

Referenced by game::do_turn().

◆ activate_bionic()

bool Character::activate_bionic ( int  b,
bool  eff_only = false 
)

Handles bionic activation effects of the entered bionic, returns if anything activated.

Definition at line 530 of file bionics.cpp.

531{
532 bionic &bio = ( *my_bionics )[b];
533 const bool mounted = is_mounted();
534 if( bio.incapacitated_time > 0_turns ) {
535 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be activated." ),
536 bio.info().name );
537 return false;
538 }
539
540 // eff_only means only do the effect without messing with stats or displaying messages
541 if( !eff_only ) {
542 if( bio.powered ) {
543 // It's already on!
544 return false;
545 }
546 if( !enough_power_for( bio.id ) ) {
547 add_msg_if_player( m_info, _( "You don't have the power to activate your %s." ),
548 bio.info().name );
549 return false;
550 }
551
552 // HACK: burn_fuel() doesn't check for available fuel in remote source on start.
553 // If CBM is successfully activated, the check will occur when it actually tries to draw power
554 if( !bio.info().is_remote_fueled ) {
555 if( !burn_fuel( b, true ) ) {
556 return false;
557 }
558 }
559
560 // We can actually activate now, do activation-y things
562
563 bio.powered = bio.info().has_flag( flag_BIONIC_TOGGLED ) || bio.info().charge_time > 0;
564
565 if( bio.info().charge_time > 0 ) {
566 bio.charge_timer = bio.info().charge_time;
567 }
568 if( !bio.id->enchantments.empty() ) {
570 }
571 }
572
573 auto add_msg_activate = [&]() {
574 if( !eff_only && !bio.is_auto_start_keep_full() ) {
575 add_msg_if_player( m_info, _( "You activate your %s." ), bio.info().name );
576 }
577 };
578 auto refund_power = [&]() {
579 if( !eff_only ) {
581 }
582 };
583
584 item tmp_item;
585 const w_point &weatherPoint = get_weather().get_precise();
586
587 map &here = get_map();
588 // On activation effects go here
589 if( bio.info().has_flag( flag_BIONIC_GUN ) ) {
590 add_msg_activate();
591 refund_power(); // Power usage calculated later, in avatar_action::fire
593 bio.info().power_activate );
594 } else if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
596 add_msg_if_player( m_info, _( "Deactivate your %s first!" ), weapon.tname() );
597 refund_power();
598 bio.powered = false;
599 return false;
600 }
601
602 if( !weapon.is_null() ) {
603 const std::string query = string_format( _( "Stop wielding %s?" ), weapon.tname() );
604 if( !dispose_item( item_location( *this, &weapon ), query ) ) {
605 refund_power();
606 bio.powered = false;
607 return false;
608 }
609 }
610
611 add_msg_activate();
612 weapon = item( bio.info().fake_item );
613 weapon.invlet = '#';
614 if( bio.ammo_count > 0 ) {
617 }
618 } else if( bio.id == bio_ears && has_active_bionic( bio_earplugs ) ) {
619 add_msg_activate();
620 for( bionic &bio : *my_bionics ) {
621 if( bio.id == bio_earplugs ) {
622 bio.powered = false;
623 add_msg_if_player( m_info, _( "Your %s automatically turn off." ),
624 bio.info().name );
625 }
626 }
627 } else if( bio.id == bio_earplugs && has_active_bionic( bio_ears ) ) {
628 add_msg_activate();
629 for( bionic &bio : *my_bionics ) {
630 if( bio.id == bio_ears ) {
631 bio.powered = false;
632 add_msg_if_player( m_info, _( "Your %s automatically turns off." ),
633 bio.info().name );
634 }
635 }
636 } else if( bio.id == bio_evap ) {
637 add_msg_activate();
638 const w_point &weatherPoint = get_weather().get_precise();
639 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
640 g->is_sheltered( g->u.pos() ) );
641 // thirst units = 5 mL
642 int water_available = std::lround( humidity * 3.0 / 100.0 );
643 if( water_available == 0 ) {
644 bio.powered = false;
645 add_msg_if_player( m_bad, _( "There is not enough humidity in the air for your %s to function." ),
646 bio.info().name );
647 return false;
648 } else if( water_available == 1 ) {
650 _( "Your %s issues a low humidity warning. Efficiency will be reduced." ),
651 bio.info().name );
652 }
653 } else if( bio.id == bio_tools ) {
654 add_msg_activate();
656 } else if( bio.id == bio_cqb ) {
657 add_msg_activate();
658 const avatar *you = as_avatar();
659 if( you && !martial_arts_data->pick_style( *you ) ) {
660 bio.powered = false;
661 add_msg_if_player( m_info, _( "You change your mind and turn it off." ) );
662 return false;
663 }
664 } else if( bio.id == bio_resonator ) {
665 add_msg_activate();
666 //~Sound of a bionic sonic-resonator shaking the area
667 sounds::sound( pos(), 30, sounds::sound_t::combat, _( "VRRRRMP!" ), false, "bionic",
668 static_cast<std::string>( bio_resonator ) );
669 for( const tripoint &bashpoint : here.points_in_radius( pos(), 1 ) ) {
670 here.bash( bashpoint, 110 );
671 // Multibash effect, so that doors &c will fall
672 here.bash( bashpoint, 110 );
673 here.bash( bashpoint, 110 );
674 }
675
676 mod_moves( -100 );
677 } else if( bio.id == bio_time_freeze ) {
678 if( mounted ) {
679 refund_power();
680 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
681 return false;
682 }
683 add_msg_activate();
684
686 set_power_level( 0_kJ );
687 add_msg_if_player( m_good, _( "Your speed suddenly increases!" ) );
688 if( one_in( 3 ) ) {
689 add_msg_if_player( m_bad, _( "Your muscles tear with the strain." ) );
690 apply_damage( nullptr, bodypart_id( "arm_l" ), rng( 5, 10 ) );
691 apply_damage( nullptr, bodypart_id( "arm_r" ), rng( 5, 10 ) );
692 apply_damage( nullptr, bodypart_id( "leg_l" ), rng( 7, 12 ) );
693 apply_damage( nullptr, bodypart_id( "leg_r" ), rng( 7, 12 ) );
694 apply_damage( nullptr, bodypart_id( "torso" ), rng( 5, 15 ) );
695 }
696 if( one_in( 5 ) ) {
697 add_effect( effect_teleglow, rng( 5_minutes, 40_minutes ) );
698 }
699 } else if( bio.id == bio_teleport ) {
700 if( mounted ) {
701 refund_power();
702 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
703 return false;
704 }
705 add_msg_activate();
706
707 teleport::teleport( *this );
708 add_effect( effect_teleglow, 30_minutes );
709 mod_moves( -100 );
710 } else if( bio.id == bio_blood_anal ) {
711 add_msg_activate();
713 } else if( bio.id == bio_blood_filter ) {
714 add_msg_activate();
715 static const std::vector<efftype_id> removable = {{
723 }
724 };
725
726 for( const auto &eff : removable ) {
727 remove_effect( eff );
728 }
729 // Purging the substance won't remove the fatigue it caused
732 set_painkiller( 0 );
733 set_stim( 0 );
734 mod_moves( -100 );
735 } else if( bio.id == bio_torsionratchet ) {
736 add_msg_activate();
737 add_msg_if_player( m_info, _( "Your torsion ratchet locks onto your joints." ) );
738 } else if( bio.id == bio_jointservo ) {
739 add_msg_activate();
740 add_msg_if_player( m_info, _( "You can now run faster, assisted by joint servomotors." ) );
741 } else if( bio.id == bio_lighter ) {
742 const cata::optional<tripoint> pnt = choose_adjacent( _( "Start a fire where?" ) );
743 if( pnt && here.is_flammable( *pnt ) ) {
744 add_msg_activate();
745 here.add_field( *pnt, fd_fire, 1 );
746 mod_moves( -100 );
747 } else {
748 refund_power();
749 add_msg_if_player( m_info, _( "There's nothing to light there." ) );
750 return false;
751 }
752 } else if( bio.id == bio_geiger ) {
753 add_msg_activate();
754 add_msg_if_player( m_info, _( "Your radiation level: %d" ), get_rad() );
755 } else if( bio.id == bio_radscrubber ) {
756 add_msg_activate();
757 if( get_rad() > 4 ) {
758 mod_rad( -5 );
759 } else {
760 set_rad( 0 );
761 }
762 } else if( bio.id == bio_adrenaline ) {
763 add_msg_activate();
765 add_msg_if_player( m_bad, _( "Safeguards kick in, and the bionic refuses to activate!" ) );
766 refund_power();
767 return false;
768 } else {
769 add_msg_activate();
770 add_effect( effect_adrenaline, 20_minutes );
771 }
772 } else if( bio.id == bio_emp ) {
773 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Create an EMP where?" ) ) ) {
774 add_msg_activate();
776 mod_moves( -100 );
777 } else {
778 refund_power();
779 return false;
780 }
781 } else if( bio.id == bio_hydraulics ) {
782 add_msg_activate();
783 add_msg_if_player( m_good, _( "Your muscles hiss as hydraulic strength fills them!" ) );
784 //~ Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
785 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
786 static_cast<std::string>( bio_hydraulics ) );
787 } else if( bio.id == bio_water_extractor ) {
788 bool no_target = true;
789 bool extracted = false;
790 for( item &it : here.i_at( pos() ) ) {
791 static const auto volume_per_water_charge = 500_ml;
792 if( it.is_corpse() ) {
793 const int avail = it.get_var( "remaining_water", it.volume() / volume_per_water_charge );
794 if( avail > 0 ) {
795 no_target = false;
796 if( query_yn( _( "Extract water from the %s" ),
797 colorize( it.tname(), it.color_in_inventory() ) ) ) {
798 item water( itype_water_clean, calendar::turn, avail );
799 if( liquid_handler::consume_liquid( water ) ) {
800 add_msg_activate();
801 extracted = true;
802 it.set_var( "remaining_water", static_cast<int>( water.charges ) );
803 }
804 break;
805 }
806 }
807 }
808 }
809 if( no_target ) {
810 add_msg_if_player( m_bad, _( "There is no suitable corpse on this tile." ) );
811 }
812 if( !extracted ) {
813 refund_power();
814 return false;
815 }
816 } else if( bio.id == bio_magnet ) {
817 add_msg_activate();
818 static const std::set<material_id> affected_materials =
819 { material_id( "iron" ), material_id( "steel" ) };
820 // Remember all items that will be affected, then affect them
821 // Don't "snowball" by affecting some items multiple times
822 std::vector<std::pair<item, tripoint>> affected;
823 const units::mass weight_cap = weight_capacity();
824 for( const tripoint &p : here.points_in_radius( pos(), 10 ) ) {
825 if( p == pos() || !here.has_items( p ) || here.has_flag( flag_SEALED, p ) ) {
826 continue;
827 }
828
829 map_stack stack = here.i_at( p );
830 for( auto it = stack.begin(); it != stack.end(); it++ ) {
831 if( it->weight() < weight_cap &&
832 it->made_of_any( affected_materials ) ) {
833 affected.emplace_back( std::make_pair( *it, p ) );
834 stack.erase( it );
835 break;
836 }
837 }
838 }
839
840 for( const std::pair<item, tripoint> &pr : affected ) {
841 projectile proj;
842 proj.speed = 50;
843 proj.impact = damage_instance::physical( pr.first.weight() / 250_gram, 0, 0, 0 );
844 // make the projectile stop one tile short to prevent hitting the player
845 proj.range = rl_dist( pr.second, pos() ) - 1;
846 static const std::set<ammo_effect_str_id> ammo_effects = {{
847 ammo_effect_str_id( "NO_ITEM_DAMAGE" ),
848 ammo_effect_str_id( "DRAW_AS_LINE" ),
849 ammo_effect_str_id( "NO_DAMAGE_SCALING" ),
850 ammo_effect_str_id( "JET" ),
851 }
852 };
853 for( const auto &eff : ammo_effects ) {
854 proj.add_effect( eff );
855 }
856
858 proj, pr.second, pos(), dispersion_sources{ 0 }, this );
859 here.add_item_or_charges( dealt.end_point, pr.first );
860 }
861
862 mod_moves( -100 );
863 } else if( bio.id == bio_lockpick ) {
864 bool used = false;
865 bool tried_lockpick = false;
866 const cata::optional<tripoint> pnt = choose_adjacent( _( "Use your lockpick where?" ) );
867 std::string open_message;
868 if( pnt ) {
869 tried_lockpick = true;
870 ter_id ter_type = g->m.ter( *pnt );
871 furn_id furn_type = g->m.furn( *pnt );
872 lockpicking_open_result lr = get_lockpicking_open_result( ter_type, furn_type );
873 ter_id new_ter_type = lr.new_ter_type;
874 furn_id new_furn_type = lr.new_furn_type;
875 open_message = lr.open_message;
876
877 if( new_ter_type != t_null || new_furn_type != f_null ) {
878 g->m.has_furn( *pnt ) ?
879 g->m.furn_set( *pnt, new_furn_type ) :
880 static_cast<void>( g->m.ter_set( *pnt, new_ter_type ) );
881 used = true;
882 }
883 }
884
885 if( used ) {
886 add_msg_activate();
887 add_msg_if_player( m_good, open_message );
888 mod_moves( -100 );
889 } else {
890 refund_power();
891 if( tried_lockpick ) {
892 add_msg_if_player( m_info, _( "There is nothing to lockpick nearby." ) );
893 }
894 return false;
895 }
896 } else if( bio.id == bio_flashbang ) {
897 add_msg_activate();
898 explosion_handler::flashbang( pos(), true, "explosion" );
899 mod_moves( -100 );
900 } else if( bio.id == bio_shockwave ) {
901 add_msg_activate();
902
904 sw.affects_player = false;
905 sw.radius = 3;
906 sw.force = 4;
907 sw.stun = 2;
908 sw.dam_mult = 8;
909 // affects_player is always false, so assuming the player is always the source of this
910 explosion_handler::shockwave( pos(), sw, "explosion", &get_player_character() );
911 add_msg_if_player( m_neutral, _( "You unleash a powerful shockwave!" ) );
912 mod_moves( -100 );
913 } else if( bio.id == bio_meteorologist ) {
915 add_msg_activate();
916 // Calculate local wind power
917 int vehwindspeed = 0;
918 if( optional_vpart_position vp = here.veh_at( pos() ) ) {
919 // vehicle velocity in mph
920 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
921 }
922 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
923 /* cache g->get_temperature( player location ) since it is used twice. No reason to recalc */
924 const auto player_local_temp = weather.get_temperature( g->u.pos() );
925 /* windpower defined in internal velocity units (=.01 mph) */
926 double windpower = 100.0f * get_local_windpower( weather.windspeed + vehwindspeed,
927 cur_om_ter, pos(), weather.winddirection, g->is_sheltered( pos() ) );
928 add_msg_if_player( m_info, _( "Temperature: %s." ), print_temperature( player_local_temp ) );
929 add_msg_if_player( m_info, _( "Relative Humidity: %s." ),
931 get_local_humidity( weatherPoint.humidity, weather.weather_id,
932 g->is_sheltered( g->u.pos() ) ) ) );
933 add_msg_if_player( m_info, _( "Pressure: %s." ),
934 print_pressure( static_cast<int>( weatherPoint.pressure ) ) );
935 add_msg_if_player( m_info, _( "Wind Speed: %.1f %s." ),
936 convert_velocity( static_cast<int>( windpower ), VU_WIND ),
938 add_msg_if_player( m_info, _( "Feels Like: %s." ),
941 weatherPoint.humidity,
942 windpower / 100 ) + player_local_temp ) );
943 std::string dirstring = get_dirstring( weather.winddirection );
944 add_msg_if_player( m_info, _( "Wind Direction: From the %s." ), dirstring );
945 } else if( bio.id == bio_remote ) {
946 add_msg_activate();
947 int choice = uilist( _( "Perform which function:" ), {
948 _( "Control vehicle" ), _( "RC radio" )
949 } );
950 if( choice >= 0 && choice <= 1 ) {
951 item ctr;
952 if( choice == 0 ) {
953 ctr = item( "remotevehcontrol", calendar::start_of_cataclysm );
954 } else {
955 ctr = item( "radiocontrol", calendar::start_of_cataclysm );
956 }
958 int power_use = invoke_item( &ctr );
959 mod_power_level( units::from_kilojoule( -power_use ) );
960 bio.powered = ctr.active;
961 } else {
962 bio.powered = g->remoteveh() != nullptr || !get_value( "remote_controlling" ).empty();
963 }
964 } else if( bio.id == bio_plutdump ) {
965 if( query_yn(
966 _( "WARNING: Purging all fuel is likely to result in radiation! Purge anyway?" ) ) ) {
967 add_msg_activate();
969 tank_plut = 0;
970 reactor_plut = 0;
971 } else {
972 refund_power();
973 return false;
974 }
975 } else if( bio.info().is_remote_fueled ) {
976 std::vector<item *> cables = items_with( []( const item & it ) {
977 return it.has_flag( flag_CABLE_SPOOL );
978 } );
979 bool has_cable = !cables.empty();
980 bool free_cable = false;
981 bool success = false;
982 if( !has_cable ) {
984 _( "You need a jumper cable connected to a power source to drain power from it." ) );
985 } else {
986 for( item *cable : cables ) {
987 const std::string state = cable->get_var( "state" );
988 if( state == "cable_charger" ) {
990 _( "Cable is plugged-in to the CBM but it has to be also connected to the power source." ) );
991 }
992 if( state == "cable_charger_link" ) {
993 add_msg_activate();
994 success = true;
996 _( "You are plugged to the vehicle. It will charge you if it has some juice in it." ) );
997 }
998 if( state == "solar_pack_link" ) {
999 add_msg_activate();
1000 success = true;
1002 _( "You are plugged to a solar pack. It will charge you if it's unfolded and in sunlight." ) );
1003 }
1004 if( state == "UPS_link" ) {
1005 add_msg_activate();
1006 success = true;
1008 _( "You are plugged to a UPS. It will charge you if it has some juice in it." ) );
1009 }
1010 if( state == "solar_pack" || state == "UPS" ) {
1012 _( "You have a cable plugged to a portable power source, but you need to plug it in to the CBM." ) );
1013 }
1014 if( state == "pay_out_cable" ) {
1016 _( "You have a cable plugged to a vehicle, but you need to plug it in to the CBM." ) );
1017 }
1018 if( state == "attach_first" ) {
1019 free_cable = true;
1020 }
1021 }
1022
1023 if( free_cable ) {
1025 _( "You have at least one free cable in your inventory that you could use to plug yourself in." ) );
1026 }
1027 }
1028 if( !success ) {
1029 refund_power();
1030 bio.powered = false;
1031 return false;
1032 }
1033
1034 } else if( bio.id == bio_probability_travel ) {
1035 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Tunnel in which direction?" ) ) ) {
1036 if( g->m.impassable( *pnt ) ) {
1037 add_msg_activate();
1038 g->phasing_move( *pnt );
1039 } else {
1040 refund_power();
1041 add_msg_if_player( m_info, _( "There's nothing to phase through there." ) );
1042 return false;
1043 }
1044 } else {
1045 refund_power();
1046 return false;
1047 }
1048 } else {
1049 add_msg_activate();
1050 }
1051
1052 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1054 reset();
1055
1056 // Also reset crafting inventory cache if this bionic spawned a fake item
1057 if( !bio.info().fake_item.is_empty() ) {
1059 }
1060
1061 return true;
1062}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
dealt_projectile_attack projectile_attack(const projectile &proj_arg, const tripoint &source, const tripoint &target_arg, const dispersion_sources &dispersion, Creature *origin, const vehicle *in_veh)
Fires a projectile at the target point from the source point with total_dispersion dispersion.
Definition: ballistics.cpp:201
static const flag_str_id flag_BIONIC_WEAPON("BIONIC_WEAPON")
static const bionic_id bio_cqb("bio_cqb")
static const bionic_id bio_geiger("bio_geiger")
static const itype_id itype_water_clean("water_clean")
static const efftype_id effect_bloodworms("bloodworms")
static const flag_str_id flag_BIONIC_GUN("BIONIC_GUN")
static const efftype_id effect_weed_high("weed_high")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill_l("pkill_l")
static const efftype_id effect_took_prozac("took_prozac")
static const efftype_id effect_datura("datura")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_badpoison("badpoison")
static const efftype_id effect_dermatik("dermatik")
static const std::string flag_NO_UNWIELD("NO_UNWIELD")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_adrenaline("adrenaline")
static void force_comedown(effect &eff)
Definition: bionics.cpp:442
static const bionic_id bio_evap("bio_evap")
static const efftype_id effect_took_flumed("took_flumed")
static const bionic_id bio_plutdump("bio_plutdump")
static const efftype_id effect_hallu("hallu")
static const efftype_id effect_pblue("pblue")
static const bionic_id bio_water_extractor("bio_water_extractor")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_cocaine_high("cocaine_high")
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_magnet("bio_magnet")
static const efftype_id effect_meth("meth")
static const bionic_id bio_flashbang("bio_flashbang")
static const bionic_id bio_time_freeze("bio_time_freeze")
static const bionic_id bio_meteorologist("bio_meteorologist")
static const std::string flag_CABLE_SPOOL("CABLE_SPOOL")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_shockwave("bio_shockwave")
static const bionic_id bio_emp("bio_emp")
static const bionic_id bio_remote("bio_remote")
static const efftype_id effect_stung("stung")
static const std::string flag_SEALED("SEALED")
static const flag_str_id flag_BIONIC_TOGGLED("BIONIC_TOGGLED")
static const efftype_id effect_cig("cig")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_earplugs("bio_earplugs")
static const bionic_id bio_adrenaline("bio_adrenaline")
static const bionic_id bio_lockpick("bio_lockpick")
static const bionic_id bio_blood_anal("bio_blood_anal")
static const bionic_id bio_probability_travel("bio_probability_travel")
static const bionic_id bio_radscrubber("bio_radscrubber")
static const bionic_id bio_teleport("bio_teleport")
static const efftype_id effect_poison("poison")
static const bionic_id bio_resonator("bio_resonator")
static const bionic_id bio_blood_filter("bio_blood_filter")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_took_xanax("took_xanax")
static const efftype_id effect_pkill3("pkill3")
static const efftype_id effect_took_prozac_bad("took_prozac_bad")
static const bionic_id bio_torsionratchet("bio_torsionratchet")
static const efftype_id effect_iodine("iodine")
static const bionic_id bio_jointservo("bio_jointservo")
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
Character & get_player_character()
Definition: character.cpp:387
units::mass weight_capacity() const override
Definition: character.cpp:2807
void conduct_blood_analysis() const
Definition: character.cpp:2024
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1987
void mod_rad(int mod)
Definition: character.cpp:7186
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1525
bool query_yn(const char *const msg, Args &&... args) const
It is supposed to hide the query_yn to simplify player vs.
Definition: character.h:1435
pimpl< bionic_collection > my_bionics
Definition: character.h:1524
virtual bool invoke_item(item *, const tripoint &pt)
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: character.cpp:7327
void set_power_level(const units::energy &npower)
Definition: character.cpp:1977
void set_painkiller(int npkill)
Sets intensity of painkillers
Definition: character.cpp:9793
bool is_mounted() const
Definition: character.cpp:1143
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8407
bool enough_power_for(const bionic_id &bid) const
Definition: character.cpp:2019
void recalculate_enchantment_cache()
Definition: character.cpp:7986
bool burn_fuel(int b, bool start=false)
Convert fuel to bionic power.
Definition: bionics.cpp:1154
int get_rad() const
Definition: character.cpp:7176
virtual bool dispose_item(item_location &&obj, const std::string &prompt=std::string())
Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.
Definition: character.cpp:7366
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3622
void reset_encumbrance()
Recalculates encumbrance cache.
Definition: character.cpp:3643
units::energy get_power_level() const
Definition: character.cpp:1967
item weapon
Definition: character.h:1521
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6336
void invalidate_crafting_inventory()
Definition: crafting.cpp:595
std::string get_value(const std::string &key) const
Definition: creature.cpp:1341
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1179
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1136
void mod_moves(int nmoves)
Definition: creature.cpp:1408
const effect & get_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Return the effect that matches the given arguments exactly.
Definition: creature.cpp:1219
virtual avatar * as_avatar()
Definition: creature.h:128
Definition: avatar.h:55
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
bool active
Definition: item.h:2234
bool is_null() const
Definition: item.cpp:732
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
int charges
Definition: item.h:2196
bool has_flag(const std::string &flag) const
Definition: item.cpp:5222
char invlet
Definition: item.h:2233
Definition: map.h:105
iterator erase(const_iterator it) override
Definition: map.cpp:152
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3527
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2293
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5408
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8617
map_stack i_at(const tripoint &p)
Definition: map.cpp:4090
bool is_flammable(const tripoint &p)
Returns true if there is a flammable item or field or the furn/terrain is flammable at p.
Definition: map.cpp:2653
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1009
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4771
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool is_empty() const
Returns whether this id is empty.
Definition: string_id.h:298
uilist: scrolling vertical list menu
Definition: ui.h:187
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
const w_point & get_precise() const
Definition: weather.h:218
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
@ m_good
Definition: enums.h:260
@ m_mixed
Definition: enums.h:262
field_type_id fd_fire
Definition: field_type.cpp:345
double get_local_windpower(double windpower, const oter_id &omter, const tripoint &location, const int &winddirection, bool sheltered)
Definition: weather.cpp:938
int get_local_humidity(double humidity, const weather_type_id &weather, bool sheltered)
Definition: weather.cpp:924
std::string print_temperature(double fahrenheit, int decimals)
Print temperature (and convert to Celsius if Celsius display is enabled.)
Definition: weather.cpp:717
std::string get_dirstring(int angle)
Definition: weather.cpp:874
weather_manager & get_weather()
Definition: weather.cpp:64
std::string print_pressure(double pressure, int decimals)
Print pressure (no conversions.)
Definition: weather.cpp:752
std::string print_humidity(double humidity, int decimals)
Print relative humidity (no conversions.)
Definition: weather.cpp:743
int get_local_windchill(double temperature_f, double humidity, double wind_mph)
Definition: weather.cpp:797
constexpr double b
Definition: magic.cpp:1031
string_id< ammo_effect > ammo_effect_str_id
Definition: map.cpp:103
lockpicking_open_result get_lockpicking_open_result(ter_id ter_type, furn_id furn_type)
Gets lockpicked object and message.
Definition: mapdata.cpp:1060
ter_id t_null
Definition: mapdata.cpp:623
furn_id f_null
Definition: mapdata.cpp:1095
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void fire_ranged_bionic(avatar &you, const item &fake_gun, const units::energy &cost_per_shot)
Stores fake gun specified by the bionic and starts interactive aiming.
@ success
Definition: behavior.h:20
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
time_point turn
Definition: calendar.cpp:36
void shockwave(const tripoint &p, const shockwave_data &sw, const std::string &exp_name, Creature *source)
Shockwave applies knockback with given parameters to all targets within radius of p.
Definition: explosion.cpp:954
void flashbang(const tripoint &p, bool player_immune, const std::string &exp_name)
Triggers a flashbang explosion at p.
Definition: explosion.cpp:894
void emp_blast(const tripoint &p)
Triggers an EMP blast at p.
Definition: explosion.cpp:1013
bool consume_liquid(item &liquid, const int radius)
Consume / handle as much of the liquid as possible in varying ways.
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
bool teleport(Creature &critter, int min_distance=2, int max_distance=12, bool safe=false, bool add_teleglow=true)
Teleports a creature to a tile within min_distance and max_distance tiles.
Definition: teleport.cpp:24
constexpr value_type to_fahrenheit(const quantity< value_type, temperature_in_millidegree_celsius_tag > &v)
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
overmapbuffer overmap_buffer
bool one_in(int chance)
Definition: rng.cpp:65
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
std::vector< enchantment_id > enchantments
bionic enchantments
Definition: bionics.h:107
itype_id fake_item
Fake item created for crafting with this bionic available.
Definition: bionics.h:99
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37
int charge_time
How often a bionic draws or produces power while active in turns.
Definition: bionics.h:43
bool is_remote_fueled
This bionic draws power through a cable.
Definition: bionics.h:61
bool has_flag(const flag_str_id &flag) const
Definition: bionics.cpp:242
itype_id ammo_loaded
Definition: bionics.h:155
bool is_auto_start_keep_full() const
Definition: bionics.cpp:2759
bionic_id id
Definition: bionics.h:150
unsigned int ammo_count
Definition: bionics.h:157
bool powered
Definition: bionics.h:153
static damage_instance physical(float bash, float cut, float stab, float arpen=0.0f)
Definition: damage.cpp:27
std::string open_message
Definition: mapdata.h:165
void add_effect(const ammo_effect_str_id &id)
Definition: projectile.h:58
damage_instance impact
Definition: projectile.h:21
bool affects_player
Definition: explosion.h:30
units::temperature temperature
Definition: weather_gen.h:16
double humidity
Definition: weather_gen.h:17
double pressure
Definition: weather_gen.h:18
string_id< material_type > material_id
Definition: type_id.h:92
double convert_velocity(int velocity, const units_type vel_units)
Convert internal velocity units to units defined by user.
const char * velocity_units(const units_type vel_units)
Create a units label for a velocity value.
@ VU_WIND
Definition: units_utility.h:15

References _, item::active, sounds::activity, projectile::add_effect(), Creature::add_effect(), map::add_field(), map::add_item_or_charges(), Creature::add_msg_if_player(), shockwave_data::affects_player, bionic::ammo_count, bionic::ammo_loaded, item::ammo_set(), apply_damage(), Creature::as_avatar(), b, map::bash(), item_stack::begin(), bio_adrenaline, bio_blood_anal, bio_blood_filter, bio_cqb, bio_earplugs, bio_ears, bio_emp, bio_evap, bio_flashbang, bio_geiger, bio_hydraulics, bio_jointservo, bio_lighter, bio_lockpick, bio_magnet, bio_meteorologist, bio_plutdump, bio_probability_travel, bio_radscrubber, bio_remote, bio_resonator, bio_shockwave, bio_teleport, bio_time_freeze, bio_tools, bio_torsionratchet, bio_water_extractor, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, item::charges, choose_adjacent(), colorize(), sounds::combat, conduct_blood_analysis(), liquid_handler::consume_liquid(), convert_velocity(), shockwave_data::dam_mult, dispose_item(), effect_adrenaline, effect_badpoison, effect_bloodworms, effect_cig, effect_cocaine_high, effect_datura, effect_dermatik, effect_drunk, effect_fungus, effect_hallu, effect_iodine, effect_meth, effect_pblue, effect_pkill1, effect_pkill2, effect_pkill3, effect_pkill_l, effect_poison, effect_stung, effect_teleglow, effect_took_flumed, effect_took_prozac, effect_took_prozac_bad, effect_took_xanax, effect_visuals, effect_weed_high, explosion_handler::emp_blast(), bionic_data::enchantments, item_stack::end(), dealt_projectile_attack::end_point, enough_power_for(), map_stack::erase(), f_null, bionic_data::fake_item, fd_fire, avatar_action::fire_ranged_bionic(), avatar_action::fire_wielded_weapon(), flag_BIONIC_GUN, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, flag_CABLE_SPOOL(), flag_NO_UNWIELD(), flag_SEALED(), explosion_handler::flashbang(), shockwave_data::force, force_comedown(), units::from_kilojoule(), g, get_dirstring(), Creature::get_effect(), get_local_humidity(), get_local_windchill(), get_local_windpower(), get_lockpicking_open_result(), get_map(), get_player_character(), get_power_level(), weather_manager::get_precise(), get_rad(), Creature::get_value(), get_weather(), global_omt_location(), has_active_bionic(), Creature::has_effect(), bionic_data::has_flag(), item::has_flag(), map::has_flag(), map::has_items(), w_point::humidity, map::i_at(), bionic::id, projectile::impact, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), item::invlet, invoke_item(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), map::is_flammable(), is_mounted(), item::is_null(), bionic_data::is_remote_fueled, visitable< Character >::items_with(), itype_water_clean, m_bad, m_good, m_info, m_mixed, m_neutral, martial_arts_data, Creature::mod_moves(), mod_power_level(), mod_rad(), my_bionics, bionic_data::name, lockpicking_open_result::new_furn_type, lockpicking_open_result::new_ter_type, one_in(), lockpicking_open_result::open_message, overmap_buffer, damage_instance::physical(), map::points_in_radius(), pos(), bionic_data::power_activate, bionic::powered, w_point::pressure, print_humidity(), print_pressure(), print_temperature(), projectile_attack(), query_yn(), shockwave_data::radius, projectile::range, reactor_plut, recalculate_enchantment_cache(), Creature::remove_effect(), reset(), reset_encumbrance(), rl_dist(), rng(), set_painkiller(), set_power_level(), set_rad(), set_stim(), explosion_handler::shockwave(), slow_rad, sounds::sound(), projectile::speed, calendar::start_of_cataclysm, string_format(), shockwave_data::stun, behavior::success, t_null, tank_plut, teleport::teleport(), w_point::temperature, overmapbuffer::ter(), item::tname(), units::to_fahrenheit(), units::to_kilojoule(), calendar::turn, map::veh_at(), velocity_units(), VU_WIND, weapon, and weight_capacity().

Referenced by npc::activate_bionic_by_id(), add_bionic(), player::power_bionics(), and npc::use_bionic_by_id().

◆ activate_mutation()

void Character::activate_mutation ( const trait_id mutation)

Definition at line 470 of file mutation.cpp.

471{
472 const mutation_branch &mdata = mut.obj();
473 trait_data &tdata = my_mutations[mut];
474 // You can take yourself halfway to Near Death levels of hunger/thirst.
475 // Fatigue can go to Exhausted.
476 if( !can_use_mutation_warn( mut, *this ) ) {
477 return;
478 }
480 tdata.powered = true;
481
482 if( !mut->enchantments.empty() ) {
484 }
485
486 if( mdata.transform ) {
487 const cata::value_ptr<mut_transform> trans = mdata.transform;
488 mod_moves( - trans->moves );
489 switch_mutations( mut, trans->target, trans->active );
490 return;
491 }
492
493 if( mut == trait_WEB_WEAVER ) {
494 g->m.add_field( pos(), fd_web, 1 );
495 add_msg_if_player( _( "You start spinning web with your spinnerets!" ) );
496 } else if( mut == trait_BURROW ) {
497 tdata.powered = false;
498 item burrowing_item( itype_id( "fake_burrowing" ) );
499 invoke_item( &burrowing_item );
500 return; // handled when the activity finishes
501 } else if( mut == trait_SLIMESPAWNER ) {
502 monster *const slime = g->place_critter_around( mtype_id( "mon_player_blob" ), pos(), 1 );
503 if( !slime ) {
504 // Oops, no room to divide!
505 add_msg_if_player( m_bad, _( "You focus, but are too hemmed in to birth a new slimespring!" ) );
506 tdata.powered = false;
507 return;
508 }
510 _( "You focus, and with a pleasant splitting feeling, birth a new slimespring!" ) );
511 slime->friendly = -1;
512 if( one_in( 3 ) ) {
514 //~ Usual enthusiastic slimespring small voices! :D
515 _( "wow! you look just like me! we should look out for each other!" ) );
516 } else if( one_in( 2 ) ) {
517 //~ Usual enthusiastic slimespring small voices! :D
518 add_msg_if_player( m_good, _( "come on, big me, let's go!" ) );
519 } else {
520 //~ Usual enthusiastic slimespring small voices! :D
521 add_msg_if_player( m_good, _( "we're a team, we've got this!" ) );
522 }
523 tdata.powered = false;
524 return;
525 } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) {
526 vomit();
527 tdata.powered = false;
528 return;
529 } else if( mut == trait_M_FERTILE ) {
530 spores();
531 tdata.powered = false;
532 return;
533 } else if( mut == trait_M_BLOOM ) {
534 blossoms();
535 tdata.powered = false;
536 return;
537 } else if( mut == trait_M_PROVENANCE ) {
538 spores(); // double trouble!
539 blossoms();
540 tdata.powered = false;
541 return;
542 } else if( mut == trait_SELFAWARE ) {
543 print_health();
544 tdata.powered = false;
545 return;
546 } else if( mut == trait_TREE_COMMUNION ) {
547 tdata.powered = false;
548 if( !overmap_buffer.ter( global_omt_location() ).obj().is_wooded() ) {
549 add_msg_if_player( m_info, _( "You can only do that in a wooded area." ) );
550 return;
551 }
552 // Check for adjacent trees.
553 bool adjacent_tree = false;
554 for( const tripoint &p2 : g->m.points_in_radius( pos(), 1 ) ) {
555 if( g->m.has_flag( "TREE", p2 ) ) {
556 adjacent_tree = true;
557 }
558 }
559 if( !adjacent_tree ) {
560 add_msg_if_player( m_info, _( "You can only do that next to a tree." ) );
561 return;
562 }
563
565 add_msg_if_player( _( "You reach out to the trees with your roots." ) );
566 } else {
568 _( "You lay next to the trees letting your hair roots tangle with the trees." ) );
569 }
570
572
574 const time_duration startup_time = has_trait( trait_ROOTS3 ) ? rng( 15_minutes,
575 30_minutes ) : rng( 60_minutes, 90_minutes );
576 activity.values.push_back( to_turns<int>( startup_time ) );
577 return;
578 } else {
579 const time_duration startup_time = rng( 120_minutes, 180_minutes );
580 activity.values.push_back( to_turns<int>( startup_time ) );
581 return;
582 }
583 } else if( mut == trait_DEBUG_BIONIC_POWER ) {
584 mod_max_power_level( 100_kJ );
585 add_msg_if_player( m_good, _( "Bionic power storage increased by 100." ) );
586 tdata.powered = false;
587 return;
588 } else if( mut == trait_DEBUG_BIONIC_POWERGEN ) {
589 int npower;
590 if( query_int( npower, "Modify bionic power by how much? (Values are in joules)" ) ) {
592 add_msg_if_player( m_good, "Bionic power increased by %dJ.", npower );
593 tdata.powered = false;
594 }
595 return;
596 } else if( !mdata.spawn_item.is_empty() ) {
597 item tmpitem( mdata.spawn_item );
598 i_add_or_drop( tmpitem );
600 tdata.powered = false;
601 return;
602 } else if( !mdata.ranged_mutation.is_empty() ) {
605 tdata.powered = false;
606 return;
607 }
608}
player_activity activity
Definition: character.h:1516
void mod_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1999
void vomit()
Handles Character vomiting effects.
Definition: character.cpp:7794
void print_health() const
Definition: character.cpp:4195
void blossoms()
Definition: character.cpp:8795
void switch_mutations(const trait_id &switched, const trait_id &target, bool start_powered)
Unset switched mutation and set target mutation instead.
Definition: mutation.cpp:184
void spores()
Definition: character.cpp:8781
bool i_add_or_drop(item &it, int qty=1)
Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.
Definition: character.cpp:2459
std::unordered_map< trait_id, trait_data > my_mutations
Traits / mutations of the character.
Definition: character.h:2082
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9194
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
int friendly
Definition: monster.h:474
std::vector< int > values
A duration defined as a number of specific time units.
Definition: calendar.h:180
field_type_id fd_web
Definition: field_type.cpp:340
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_M_FERTILE("M_FERTILE")
static const trait_id trait_BURROW("BURROW")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const trait_id trait_ROOTS2("ROOTS2")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
static const trait_id trait_M_BLOOM("M_BLOOM")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_SELFAWARE("SELFAWARE")
static const trait_id trait_DEBUG_BIONIC_POWERGEN("DEBUG_BIONIC_POWERGEN")
static const trait_id trait_NAUSEA("NAUSEA")
static const trait_id trait_M_PROVENANCE("M_PROVENANCE")
static const trait_id trait_TREE_COMMUNION("TREE_COMMUNION")
static const trait_id trait_DEBUG_BIONIC_POWER("DEBUG_BIONIC_POWER")
static const trait_id trait_ROOTS3("ROOTS3")
void fire_ranged_mutation(avatar &you, const item &fake_gun)
Stores fake gun specified by the mutation and starts interactive aiming.
constexpr quantity< value_type, energy_in_joule_tag > from_joule(const value_type v)
Definition: units_energy.h:25
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718
std::string ranged_mutation_message() const
std::string spawn_item_message() const
cata::value_ptr< mut_transform > transform
Definition: mutation.h:153
itype_id spawn_item
The item, if any, spawned by the mutation.
Definition: mutation.h:205
itype_id ranged_mutation
The fake gun, if any, spawned and fired by the ranged mutation.
Definition: mutation.h:243

References _, ACT_TREE_COMMUNION, activity, Creature::add_msg_if_player(), assign_activity(), blossoms(), can_use_mutation_warn(), mutation_branch::enchantments, fd_web, avatar_action::fire_ranged_mutation(), monster::friendly, units::from_joule(), g, global_omt_location(), has_trait(), i_add_or_drop(), invoke_item(), string_id< T >::is_empty(), itype_id, m_bad, m_good, m_info, mod_max_power_level(), Creature::mod_moves(), mod_power_level(), mtype_id, mutation_spend_resources(), my_mutations, string_id< T >::obj(), one_in(), overmap_buffer, pos(), Character::trait_data::powered, print_health(), query_int(), mutation_branch::ranged_mutation, mutation_branch::ranged_mutation_message(), recalculate_enchantment_cache(), rng(), mutation_branch::spawn_item, mutation_branch::spawn_item_message(), spores(), switch_mutations(), overmapbuffer::ter(), trait_BURROW, trait_DEBUG_BIONIC_POWER, trait_DEBUG_BIONIC_POWERGEN, trait_M_BLOOM, trait_M_FERTILE, trait_M_PROVENANCE, trait_NAUSEA, trait_ROOTS2, trait_ROOTS3, trait_SELFAWARE, trait_SLIMESPAWNER, trait_TREE_COMMUNION, trait_VOMITOUS, trait_WEB_WEAVER, mutation_branch::transform, player_activity::values, and vomit().

Referenced by player::power_mutations(), and player::power_mutations_ui().

◆ active_light()

float Character::active_light ( ) const

Returns character luminosity based on the brightest active item they are carrying.

Definition at line 6377 of file character.cpp.

6378{
6379 float lumination = 0;
6380
6381 int maxlum = 0;
6382 has_item_with( [&maxlum]( const item & it ) {
6383 const int lumit = it.getlight_emit();
6384 if( maxlum < lumit ) {
6385 maxlum = lumit;
6386 }
6387 return false; // continue search, otherwise has_item_with would cancel the search
6388 } );
6389
6390 lumination = static_cast<float>( maxlum );
6391
6392 float mut_lum = 0.0f;
6393 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
6394 if( mut.second.powered ) {
6395 float curr_lum = 0.0f;
6396 for( const auto elem : mut.first->lumination ) {
6397 int coverage = 0;
6398 for( const item &i : worn ) {
6399 if( i.covers( elem.first ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
6400 !i.has_flag( flag_SEMITANGIBLE ) &&
6401 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
6402 coverage += i.get_coverage();
6403 }
6404 }
6405 curr_lum += elem.second * ( 1 - ( coverage / 100.0f ) );
6406 }
6407 mut_lum += curr_lum;
6408 }
6409 }
6410
6411 lumination = std::max( lumination, mut_lum );
6412
6413 if( lumination < 60 && has_active_bionic( bio_flashlight ) ) {
6414 lumination = 60;
6415 } else if( lumination < 25 && has_artifact_with( AEP_GLOW ) ) {
6416 lumination = 25;
6417 } else if( lumination < 5 && ( has_effect( effect_glowing ) ||
6419 has_effect( effect_glowy_led ) ) ) ) {
6420 lumination = 5;
6421 }
6422 return lumination;
6423}
static const efftype_id effect_glowy_led("glowy_led")
static const bionic_id bio_flashlight("bio_flashlight")
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const efftype_id effect_glowing("glowing")
static const std::string flag_AURA("AURA")
static const bionic_id bio_tattoo_led("bio_tattoo_led")
static const std::string flag_PERSONAL("PERSONAL")
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3220
int getlight_emit() const
How much light (see lightmap.cpp) the item emits (it's assumed to be circular).
Definition: item.cpp:8254
bool has_item_with(const std::function< bool(const item &)> &filter) const
Returns true if any item (including those within a container) matches the filter.
Definition: visitable.cpp:104
@ AEP_GLOW
Definition: enums.h:115

References AEP_GLOW, bio_flashlight, bio_tattoo_led, effect_glowing, effect_glowy_led, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), item::getlight_emit(), has_active_bionic(), has_artifact_with(), Creature::has_effect(), visitable< Character >::has_item_with(), my_mutations, and worn.

Referenced by map::apply_character_light(), and character_funcs::fine_detail_vision_mod().

◆ add_addiction()

void Character::add_addiction ( add_type  type,
int  strength 
)

Adds an addiction to the player.

Definition at line 1892 of file suffer.cpp.

1893{
1894 if( type == add_type::NONE ) {
1895 return;
1896 }
1897 time_duration timer = 2_hours;
1898 if( has_trait( trait_ADDICTIVE ) ) {
1899 strength *= 2;
1900 timer = 1_hours;
1901 } else if( has_trait( trait_NONADDICTIVE ) ) {
1902 strength /= 2;
1903 timer = 6_hours;
1904 }
1905 //Update existing addiction
1906 for( auto &i : addictions ) {
1907 if( i.type != type ) {
1908 continue;
1909 }
1910
1911 if( i.sated < 0_turns ) {
1912 i.sated = timer;
1913 } else if( i.sated < 10_minutes ) {
1914 // TODO: Make this variable?
1915 i.sated += timer;
1916 } else {
1917 i.sated += timer / 2;
1918 }
1919 if( i.intensity < MAX_ADDICTION_LEVEL && strength > i.intensity * rng( 2, 5 ) ) {
1920 i.intensity++;
1921 }
1922
1923 add_msg( m_debug, "Updating addiction: %d intensity, %d sated",
1924 i.intensity, to_turns<int>( i.sated ) );
1925
1926 return;
1927 }
1928
1929 // Add a new addiction
1930 const int roll = rng( 0, 100 );
1931 add_msg( m_debug, "Addiction: roll %d vs strength %d", roll, strength );
1932 if( roll < strength ) {
1933 const std::string &type_name = addiction_type_name( type );
1934 add_msg( m_debug, "%s got addicted to %s", disp_name(), type_name );
1935 addictions.emplace_back( type, 1 );
1936 g->events().send<event_type::gains_addiction>( getID(), type );
1937 }
1938}
std::string addiction_type_name(add_type const cur)
Returns the name of an addiction.
Definition: addiction.cpp:253
constexpr int MAX_ADDICTION_LEVEL
Definition: addiction.h:14
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:546
std::vector< addiction > addictions
Definition: character.h:1546
character_id getID() const
Definition: character.cpp:477
@ m_debug
Definition: enums.h:271
@ type
Definition: enums.h:75
void add_msg(std::string msg)
Definition: messages.cpp:884
static const trait_id trait_NONADDICTIVE("NONADDICTIVE")
static const trait_id trait_ADDICTIVE("ADDICTIVE")

References add_msg(), addiction_type_name(), addictions, disp_name(), g, gains_addiction, getID(), has_trait(), m_debug, MAX_ADDICTION_LEVEL, NONE, rng(), trait_ADDICTIVE, trait_NONADDICTIVE, and type.

Referenced by iexamine::flower_poppy(), marloss_common(), and modify_addiction().

◆ add_bionic()

void Character::add_bionic ( const bionic_id b)

Adds a bionic to my_bionics[].

Definition at line 2523 of file bionics.cpp.

2524{
2525 if( has_bionic( b ) ) {
2526 debugmsg( "Tried to install bionic %s that is already installed!", b.c_str() );
2527 return;
2528 }
2529
2530 const units::energy pow_up = b->capacity;
2531 mod_max_power_level( pow_up );
2533 add_msg_if_player( m_good, _( "Increased storage capacity by %i." ),
2534 units::to_kilojoule( pow_up ) );
2535 // Power Storage CBMs are not real bionic units, so return without adding it to my_bionics
2536 return;
2537 }
2538
2539 my_bionics->push_back( bionic( b, get_free_invlet( *this->as_player() ) ) );
2540 if( b == bio_tools || b == bio_ears ) {
2541 activate_bionic( my_bionics->size() - 1 );
2542 }
2543
2544 for( const bionic_id &inc_bid : b->included_bionics ) {
2545 add_bionic( inc_bid );
2546 }
2547
2548 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2549 const spell_id learned_spell = spell_pair.first;
2550 if( learned_spell->spell_class != trait_id( "NONE" ) ) {
2551 const trait_id spell_class = learned_spell->spell_class;
2552 // spells you learn from a bionic overwrite the opposite spell class.
2553 // for best UX, include those spell classes in "canceled_mutations"
2554 if( !has_trait( spell_class ) ) {
2555 set_mutation( spell_class );
2556 on_mutation_gain( spell_class );
2557 add_msg_if_player( spell_class->desc() );
2558 }
2559 }
2560 if( !magic->knows_spell( learned_spell ) ) {
2561 magic->learn_spell( learned_spell, *this, true );
2562 }
2563 spell &known_spell = magic->get_spell( learned_spell );
2564 // spells you learn from installing a bionic upgrade spells you know if they are the same
2565 if( known_spell.get_level() < spell_pair.second ) {
2566 known_spell.set_level( spell_pair.second );
2567 }
2568 }
2569
2572 if( !b->enchantments.empty() ) {
2574 }
2575}
static const bionic_id bio_power_storage("bio_power_storage")
static const bionic_id bio_power_storage_mkII("bio_power_storage_mkII")
char get_free_invlet(player &p)
Definition: bionics_ui.cpp:176
void on_mutation_gain(const trait_id &mid)
Called when a mutation is gained.
Definition: character.cpp:9895
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1877
bool activate_bionic(int b, bool eff_only=false)
Handles bionic activation effects of the entered bionic, returns if anything activated.
Definition: bionics.cpp:530
void add_bionic(const bionic_id &b)
Adds a bionic to my_bionics[].
Definition: bionics.cpp:2523
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1703
void set_mutation(const trait_id &)
Add or removes a mutation on the player, but does not trigger mutation loss/gain effects.
Definition: mutation.cpp:154
pimpl< known_magic > magic
Definition: character.h:1418
virtual player * as_player()
Definition: creature.h:122
trait_id spell_class
Definition: magic.h:236
Definition: magic.h:286
int get_level() const
Definition: magic.cpp:1034
void set_level(int nlevel)
Definition: magic.cpp:612
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
std::string desc() const

References _, activate_bionic(), add_bionic(), Creature::add_msg_if_player(), Creature::as_player(), b, bio_ears, bio_power_storage, bio_power_storage_mkII, bio_tools, debugmsg, mutation_branch::desc(), get_free_invlet(), spell::get_level(), has_bionic(), has_trait(), m_good, magic, mod_max_power_level(), my_bionics, on_mutation_gain(), recalc_sight_limits(), recalculate_enchantment_cache(), reset_encumbrance(), spell::set_level(), set_mutation(), spell_type::spell_class, and units::to_kilojoule().

Referenced by add_bionic(), bionics_install_failure(), avatar::create(), deactivate_bionic(), player::load(), perform_install(), and npc::randomize().

◆ add_known_trap()

void Character::add_known_trap ( const tripoint pos,
const trap t 
)

Definition at line 10252 of file character.cpp.

10253{
10254 const tripoint p = get_map().getabs( pos );
10255 if( t.is_null() ) {
10256 known_traps.erase( p );
10257 } else {
10258 // TODO: known_traps should map to a trap_str_id
10259 known_traps[p] = t.id.str();
10260 }
10261}
trap_map known_traps
Definition: character.h:2068
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8273
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245
trap_str_id id
Definition: trap.h:87

References get_map(), map::getabs(), trap::id, trap::is_null(), known_traps, pos(), and string_id< T >::str().

Referenced by vehicle::handle_trap(), place_and_add_as_known(), and player::search_surroundings().

◆ add_miss_reason()

void Character::add_miss_reason ( const std::string &  reason,
unsigned int  weight 
)

Adds a reason for why the player would miss a melee attack.

To possibly be messaged to the player when he misses a melee attack.

Parameters
reasonA message for the player that gives a reason for him missing.
weightThe weight used when choosing what reason to pick when the player misses.

Definition at line 318 of file melee.cpp.

319{
320 melee_miss_reasons.add( reason, weight );
321
322}
struct weighted_int_list< std::string > melee_miss_reasons
Definition: character.h:2194

References melee_miss_reasons.

Referenced by temperature_effect::apply(), eff_fun_hallu(), get_miss_reason(), player::hardcoded_effects(), player::process_one_effect(), player::reset_stats(), and suffer_in_sunlight().

◆ add_morale()

void Character::add_morale ( const morale_type type,
int  bonus,
int  max_bonus = 0,
const time_duration duration = 1_hours,
const time_duration decay_start = 30_minutes,
bool  capped = false,
const itype item_type = nullptr 
)

Definition at line 9096 of file character.cpp.

9099{
9100 if( item_type != nullptr ) {
9101 morale->add( type, bonus, max_bonus, duration, decay_start, capped, *item_type );
9102 } else {
9103 morale->add( type, bonus, max_bonus, duration, decay_start, capped );
9104 }
9105}
pimpl< player_morale > morale
Definition: character.h:2132

References morale, and type.

Referenced by addict_effect(), apply_persistent_morale(), apply_wetness_morale(), iuse::artifact(), iuse::bell(), iuse::blech(), debug_menu::character_edit_menu(), iuse::datura(), monster::die(), avatar::do_read(), iuse::einktabletpc(), npc::finish_read(), player::fire_gun(), activity_handlers::generic_game_do_turn(), activity_handlers::haircut_finish(), player::hardcoded_effects(), marloss_add(), marloss_common(), activity_handlers::meditate_finish(), modify_morale(), spell_effect::morale(), iuse::mycus(), iuse::plantblech(), iuse::play_music(), activity_handlers::play_with_pet_finish(), iuse::portable_game(), game::process_artifact(), process_bionic(), firestarter_actor::resolve_firestarter_use(), set_up_butchery_activity(), activity_handlers::shaving_finish(), game::start_game(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_schizophrenia(), suffer_while_awake(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), enzlave_actor::use(), musical_instrument_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), activity_handlers::vibe_do_turn(), activity_handlers::vibe_finish(), and avatar::vomit().

◆ addiction_level()

int Character::addiction_level ( add_type  type) const

Returns the intensity of the specified addiction.

Definition at line 1961 of file suffer.cpp.

1962{
1963 auto iter = std::find_if( addictions.begin(), addictions.end(),
1964 [type]( const addiction & ad ) {
1965 return ad.type == type;
1966 } );
1967 return iter != addictions.end() ? iter->intensity : 0;
1968}

References addictions, and type.

Referenced by iuse::ecig(), mend(), player::process_one_effect(), and iuse::smoking().

◆ adjacent_tile()

tripoint Character::adjacent_tile ( ) const

Returns an unoccupied, safe adjacent point.

If none exists, returns player position.

Definition at line 7842 of file character.cpp.

7843{
7844 std::vector<tripoint> ret;
7845 int dangerous_fields = 0;
7846 map &here = get_map();
7847 for( const tripoint &p : here.points_in_radius( pos(), 1 ) ) {
7848 if( p == pos() ) {
7849 // Don't consider player position
7850 continue;
7851 }
7852 const trap &curtrap = here.tr_at( p );
7853 if( g->critter_at( p ) == nullptr && here.passable( p ) &&
7854 ( curtrap.is_null() || curtrap.is_benign() ) ) {
7855 // Only consider tile if unoccupied, passable and has no traps
7856 dangerous_fields = 0;
7857 auto &tmpfld = here.field_at( p );
7858 for( auto &fld : tmpfld ) {
7859 const field_entry &cur = fld.second;
7860 if( cur.is_dangerous() ) {
7861 dangerous_fields++;
7862 }
7863 }
7864
7865 if( dangerous_fields == 0 && ! get_map().obstructed_by_vehicle_rotation( pos(), p ) ) {
7866 ret.push_back( p );
7867 }
7868 }
7869 }
7870
7871 return random_entry( ret, pos() ); // player position if no valid adjacent tiles
7872}
An active or passive effect existing on a tile.
Definition: field.h:20
bool is_dangerous() const
Definition: field.h:78
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5137
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5299
bool passable(const tripoint &p) const
Definition: map.cpp:1800
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
Definition: trap.h:86
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References map::field_at(), g, get_map(), trap::is_benign(), field_entry::is_dangerous(), trap::is_null(), map::passable(), map::points_in_radius(), pos(), random_entry(), cata::hash64_detail::ret, and map::tr_at().

Referenced by player::uncanny_dodge(), and vomit().

◆ adjust_for_focus()

int Character::adjust_for_focus ( int  amount) const

Definition at line 9933 of file character.cpp.

9934{
9935 int effective_focus = focus_pool;
9936 if( has_trait( trait_FASTLEARNER ) ) {
9937 effective_focus += 15;
9938 }
9939 if( has_active_bionic( bio_memory ) ) {
9940 effective_focus += 10;
9941 }
9942 if( has_trait( trait_SLOWLEARNER ) ) {
9943 effective_focus -= 15;
9944 }
9945 effective_focus += ( get_int() - get_option<int>( "INT_BASED_LEARNING_BASE_VALUE" ) ) *
9946 get_option<int>( "INT_BASED_LEARNING_FOCUS_ADJUSTMENT" );
9947 double tmp = amount * ( effective_focus / 100.0 );
9948 return roll_remainder( tmp );
9949}
static const trait_id trait_FASTLEARNER("FASTLEARNER")
static const bionic_id bio_memory("bio_memory")
static const trait_id trait_SLOWLEARNER("SLOWLEARNER")
int focus_pool
Definition: character.h:1535
virtual int get_int() const
Definition: character.cpp:4076

References bio_memory, focus_pool, get_int(), has_active_bionic(), has_trait(), roll_remainder(), trait_FASTLEARNER, and trait_SLOWLEARNER.

Referenced by spell::casting_exp(), avatar::do_read(), and player::practice().

◆ age()

int Character::age ( ) const

Definition at line 6901 of file character.cpp.

6902{
6903 int years_since_cataclysm = to_turns<int>( calendar::turn - calendar::turn_zero ) /
6904 to_turns<int>( calendar::year_length() );
6905 return init_age + years_since_cataclysm;
6906}
int init_age
age in years at character creation
Definition: character.h:2062
time_duration year_length()
Definition: calendar.cpp:461
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26

References init_age, calendar::turn, calendar::turn_zero, and calendar::year_length().

Referenced by age_string(), player_morale::morale_point::deserialize(), submap::load(), player_morale::morale_point::serialize(), and set_base_age().

◆ age_string()

std::string Character::age_string ( ) const

Definition at line 6908 of file character.cpp.

6909{
6910 //~ how old the character is in years. try to limit number of characters to fit on the screen
6911 std::string unformatted = _( "%d years" );
6912 return string_format( unformatted, age() );
6913}
int age() const
Definition: character.cpp:6901

References _, age(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ aim_cap_from_volume()

double Character::aim_cap_from_volume ( const item gun) const

Definition at line 644 of file character.cpp.

645{
646 skill_id gun_skill = gun.gun_skill();
647 double aim_cap = std::min( 49.0, 49.0 - static_cast<float>( gun.volume() / 75_ml ) );
648 // TODO: also scale with skill level.
649 if( gun_skill == skill_smg ) {
650 aim_cap = std::max( 12.0, aim_cap );
651 } else if( gun_skill == skill_shotgun ) {
652 aim_cap = std::max( 12.0, aim_cap );
653 } else if( gun_skill == skill_pistol ) {
654 aim_cap = std::max( 15.0, aim_cap * 1.25 );
655 } else if( gun_skill == skill_rifle ) {
656 aim_cap = std::max( 7.0, aim_cap - 5.0 );
657 } else if( gun_skill == skill_archery ) {
658 aim_cap = std::max( 13.0, aim_cap );
659 } else { // Launchers, etc.
660 aim_cap = std::max( 10.0, aim_cap );
661 }
662 return aim_cap;
663}
static const skill_id skill_shotgun("shotgun")
static const skill_id skill_archery("archery")
static const skill_id skill_smg("smg")
static const skill_id skill_rifle("rifle")
static const skill_id skill_pistol("pistol")
skill_id gun_skill() const
The skill used to operate the gun.
Definition: item.cpp:7056
units::volume volume(bool integral=false) const
Total volume of an item accounting for all contained/integrated items NOTE: Result is rounded up to n...
Definition: item.cpp:5021

References item::gun_skill(), skill_archery, skill_pistol, skill_rifle, skill_shotgun, skill_smg, and item::volume().

Referenced by aim_per_move().

◆ aim_per_move()

double Character::aim_per_move ( const item gun,
double  recoil 
) const
Dexterity increases aiming speed

Definition at line 665 of file character.cpp.

666{
667 if( !gun.is_gun() ) {
668 return 0.0;
669 }
670
671 std::pair<int, int> best_sight = get_fastest_sight( gun, recoil );
672 int sight_speed_modifier = best_sight.first;
673 int limit = best_sight.second;
674 if( sight_speed_modifier == INT_MIN ) {
675 // No suitable sights (already at maximum aim).
676 return 0;
677 }
678
679 // Overall strategy for determining aim speed is to sum the factors that contribute to it,
680 // then scale that speed by current recoil level.
681 // Player capabilities make aiming faster, and aim speed slows down as it approaches 0.
682 // Base speed is non-zero to prevent extreme rate changes as aim speed approaches 0.
683 double aim_speed = 10.0;
684
685 skill_id gun_skill = gun.gun_skill();
686 // Ranges [0 - 10]
687 aim_speed += aim_speed_skill_modifier( gun_skill );
688
689 // Range [0 - 12]
690 /** @EFFECT_DEX increases aiming speed */
691 aim_speed += aim_speed_dex_modifier();
692
693 // Range [0 - 10]
694 aim_speed += sight_speed_modifier;
695
696 // Each 5 points (combined) of hand encumbrance decreases aim speed by one unit.
697 aim_speed -= aim_speed_encumbrance_modifier();
698
699 aim_speed = std::min( aim_speed, aim_cap_from_volume( gun ) );
700
701 // Just a raw scaling factor.
702 aim_speed *= 6.5;
703
704 // Scale rate logistically as recoil goes from MAX_RECOIL to 0.
705 aim_speed *= 1.0 - logarithmic_range( 0, MAX_RECOIL, recoil );
706
707 // Minimum improvement is 5MoA. This mostly puts a cap on how long aiming for sniping takes.
708 aim_speed = std::max( aim_speed, 5.0 );
709
710 // Never improve by more than the currently used sights permit.
711 return std::min( aim_speed, recoil - limit );
712}
double logarithmic_range(int min, int max, int pos)
Normalized logistic function.
double recoil
Definition: character.h:561
std::pair< int, int > get_fastest_sight(const item &gun, double recoil) const
Definition: character.cpp:577
double aim_speed_skill_modifier(const skill_id &gun_skill) const
Definition: character.cpp:618
double aim_speed_encumbrance_modifier() const
Definition: character.cpp:639
double aim_cap_from_volume(const item &gun) const
Definition: character.cpp:644
double aim_speed_dex_modifier() const
Definition: character.cpp:634
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6397
constexpr double MAX_RECOIL

References aim_cap_from_volume(), aim_speed_dex_modifier(), aim_speed_encumbrance_modifier(), aim_speed_skill_modifier(), get_fastest_sight(), item::gun_skill(), item::is_gun(), logarithmic_range(), MAX_RECOIL, and recoil.

Referenced by npc::aim(), do_aim(), player::gun_engagement_moves(), item::gun_info(), npc::method_of_attack(), and target_ui::panel_fire_mode_aim().

◆ aim_speed_dex_modifier()

double Character::aim_speed_dex_modifier ( ) const

Definition at line 634 of file character.cpp.

635{
636 return get_dex() - 8;
637}
virtual int get_dex() const
Definition: character.cpp:4068

References get_dex().

Referenced by aim_per_move().

◆ aim_speed_encumbrance_modifier()

double Character::aim_speed_encumbrance_modifier ( ) const

Definition at line 639 of file character.cpp.

640{
641 return ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 10.0;
642}
int encumb(body_part bp) const
Returns ENC provided by armor, etc.
Definition: character.cpp:4001

References bp_hand_l, bp_hand_r, and encumb().

Referenced by aim_per_move(), and get_encumbrance_description().

◆ aim_speed_skill_modifier()

double Character::aim_speed_skill_modifier ( const skill_id gun_skill) const
Pistol increases aiming speed for pistols Smg increases aiming speed for SMGs Rifle increases aiming speed for rifles Shotgun increases aiming speed for shotguns Launcher increases aiming speed for launchers

Definition at line 618 of file character.cpp.

619{
620 double skill_mult = 1.0;
621 if( gun_skill == skill_pistol ) {
622 skill_mult = 2.0;
623 } else if( gun_skill == skill_rifle ) {
624 skill_mult = 0.9;
625 }
626 /** @EFFECT_PISTOL increases aiming speed for pistols */
627 /** @EFFECT_SMG increases aiming speed for SMGs */
628 /** @EFFECT_RIFLE increases aiming speed for rifles */
629 /** @EFFECT_SHOTGUN increases aiming speed for shotguns */
630 /** @EFFECT_LAUNCHER increases aiming speed for launchers */
631 return skill_mult * std::min( MAX_SKILL, get_skill_level( gun_skill ) );
632}
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3356
static constexpr int MAX_SKILL

References get_skill_level(), MAX_SKILL, skill_pistol, and skill_rifle.

Referenced by aim_per_move().

◆ all_items_with_flag()

std::vector< const item * > Character::all_items_with_flag ( const std::string &  flag) const

All items that have the given flag (item::has_flag).

Definition at line 9596 of file character.cpp.

9597{
9598 return items_with( [&flag]( const item & it ) {
9599 return it.has_flag( flag );
9600 } );
9601}

References item::has_flag(), and visitable< Character >::items_with().

Referenced by iexamine::choose_fertilizer(), iexamine::dimensional_portal(), has_fire(), and use_fire().

◆ allergy_type()

morale_type Character::allergy_type ( const item food) const

Returns allergy type or MORALE_NULL if not allergic for this character.

Definition at line 612 of file consumption.cpp.

613{
614 using allergy_tuple = std::tuple<trait_id, std::string, morale_type>;
615 static const std::array<allergy_tuple, 8> allergy_tuples = {{
622 }
623 };
624
625 for( const auto &tp : allergy_tuples ) {
626 if( has_trait( std::get<0>( tp ) ) &&
627 food.has_flag( std::get<1>( tp ) ) ) {
628 return std::get<2>( tp );
629 }
630 }
631
632 return MORALE_NULL;
633}
static const std::string flag_ALLERGEN_MILK("ALLERGEN_MILK")
static const std::string flag_ALLERGEN_VEGGY("ALLERGEN_VEGGY")
static const std::string flag_ALLERGEN_JUNK("ALLERGEN_JUNK")
static const std::string flag_ALLERGEN_FRUIT("ALLERGEN_FRUIT")
static const trait_id trait_ANTIWHEAT("ANTIWHEAT")
static const trait_id trait_ANTIJUNK("ANTIJUNK")
static const trait_id trait_VEGETARIAN("VEGETARIAN")
static const trait_id trait_LACTOSE("LACTOSE")
static const std::string flag_ALLERGEN_WHEAT("ALLERGEN_WHEAT")
static const std::string flag_ALLERGEN_MEAT("ALLERGEN_MEAT")
static const trait_id trait_MEATARIAN("MEATARIAN")
static const trait_id trait_ANTIFRUIT("ANTIFRUIT")
const morale_type MORALE_MEATARIAN("morale_meatarian")
const morale_type MORALE_ANTIJUNK("morale_antijunk")
const morale_type MORALE_ANTIWHEAT("morale_antiwheat")
const morale_type MORALE_ANTIFRUIT("morale_antifruit")
const morale_type MORALE_LACTOSE("morale_lactose")
const morale_type MORALE_VEGETARIAN("morale_vegetarian")
const morale_type MORALE_NULL("morale_null")

References flag_ALLERGEN_FRUIT(), flag_ALLERGEN_JUNK(), flag_ALLERGEN_MEAT(), flag_ALLERGEN_MILK(), flag_ALLERGEN_VEGGY(), flag_ALLERGEN_WHEAT(), item::has_flag(), has_trait(), MORALE_ANTIFRUIT, MORALE_ANTIJUNK, MORALE_ANTIWHEAT, MORALE_LACTOSE, MORALE_MEATARIAN, MORALE_NULL, MORALE_VEGETARIAN, trait_ANTIFRUIT, trait_ANTIJUNK, trait_ANTIWHEAT, trait_LACTOSE, trait_MEATARIAN, and trait_VEGETARIAN.

Referenced by item::color_in_inventory(), item::food_info(), modify_morale(), and will_eat().

◆ allocated_invlets()

invlets_bitset Character::allocated_invlets ( ) const

Only use for UI things.

Returns all invlets that are currently used in the player inventory, the weapon slot and the worn items.

Definition at line 2547 of file character.cpp.

2548{
2550
2551 invlets.set( weapon.invlet );
2552 for( const auto &w : worn ) {
2553 invlets.set( w.invlet );
2554 }
2555
2556 invlets[0] = false;
2557
2558 return invlets;
2559}
inventory inv
Definition: character.h:1519
invlets_bitset allocated_invlets() const
Definition: inventory.cpp:1259
std::bitset< std::numeric_limits< char >::max()> invlets_bitset
Definition: inventory.h:36

References inventory::allocated_invlets(), inv, item::invlet, weapon, and worn.

Referenced by inventory::assign_empty_invlet(), game_menus::inv::common(), and i_add().

◆ ammo_count_for()

int Character::ammo_count_for ( const item gun)

Counts ammo and UPS charges (lower of) for a given gun on the character.

Definition at line 6515 of file character.cpp.

6516{
6518 if( !gun.is_gun() ) {
6519 return ret;
6520 }
6521
6522 int required = gun.ammo_required();
6523
6524 if( required > 0 ) {
6525 int total_ammo = 0;
6526 total_ammo += gun.ammo_remaining();
6527
6528 bool has_mag = gun.magazine_integral();
6529
6530 const auto found_ammo = find_ammo( gun, true, -1 );
6531 int loose_ammo = 0;
6532 for( const auto &ammo : found_ammo ) {
6533 if( ammo->is_magazine() ) {
6534 has_mag = true;
6535 total_ammo += ammo->ammo_remaining();
6536 } else if( ammo->is_ammo() ) {
6537 loose_ammo += ammo->charges;
6538 }
6539 }
6540
6541 if( has_mag ) {
6542 total_ammo += loose_ammo;
6543 }
6544
6545 ret = std::min( ret, total_ammo / required );
6546 }
6547
6548 int ups_drain = gun.get_gun_ups_drain();
6549 if( ups_drain > 0 ) {
6550 ret = std::min( ret, charges_of( itype_UPS ) / ups_drain );
6551 }
6552
6553 return ret;
6554}
static const itype_id itype_UPS("UPS")
std::vector< item_location > find_ammo(const item &obj, bool empty=true, int radius=1) const
Searches for ammo or magazines that can be used to reload obj.
Definition: character.cpp:2676
static const int INFINITE_CHARGES
Definition: item.h:2155
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7256
int ammo_required() const
Quantity of ammunition consumed per usage of tool or with each shot of gun.
Definition: item.cpp:7326
bool magazine_integral() const
Does item have an integral magazine (as opposed to allowing detachable magazines)
Definition: item.cpp:7534
int get_gun_ups_drain() const
Definition: item.cpp:9799
int charges_of(const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
Count maximum available charges from this instance and any contained items.
Definition: visitable.cpp:943

References item::ammo_remaining(), item::ammo_required(), visitable< Character >::charges_of(), find_ammo(), item::get_gun_ups_drain(), item::INFINITE_CHARGES, item::is_gun(), itype_UPS, item::magazine_integral(), and cata::hash64_detail::ret.

Referenced by give_item_to().

◆ amount_of_storage_bionics()

std::pair< int, int > Character::amount_of_storage_bionics ( ) const

Returns amount of Storage CBMs in the corpse.

Definition at line 2619 of file bionics.cpp.

2620{
2622
2623 // exclude amount of power capacity obtained via non-power-storage CBMs
2624 for( const bionic &it : *my_bionics ) {
2625 lvl -= it.info().capacity;
2626 }
2627
2628 std::pair<int, int> results( 0, 0 );
2629 if( lvl <= 0_kJ ) {
2630 return results;
2631 }
2632
2633 const units::energy pow_mkI = bio_power_storage->capacity;
2635
2636 while( lvl >= std::min( pow_mkI, pow_mkII ) ) {
2637 if( one_in( 2 ) ) {
2638 if( lvl >= pow_mkI ) {
2639 results.first++;
2640 lvl -= pow_mkI;
2641 }
2642 } else {
2643 if( lvl >= pow_mkII ) {
2644 results.second++;
2645 lvl -= pow_mkII;
2646 }
2647 }
2648 }
2649 return results;
2650}
units::energy get_max_power_level() const
Definition: character.cpp:1972
units::energy capacity
Power bank size.
Definition: bionics.h:45

References bio_power_storage, bio_power_storage_mkII, bionic_data::capacity, get_max_power_level(), my_bionics, and one_in().

Referenced by place_corpse().

◆ amount_worn()

int Character::amount_worn ( const itype_id id) const

Returns the amount of item ‘type’ that is currently worn.

Definition at line 2241 of file character.cpp.

2242{
2243 int amount = 0;
2244 for( auto &elem : worn ) {
2245 if( elem.typeId() == id ) {
2246 ++amount;
2247 }
2248 }
2249 return amount;
2250}

References worn.

Referenced by can_wear().

◆ apply_damage()

void Character::apply_damage ( Creature source,
bodypart_id  hurt,
int  dam,
bool  bypass_med = false 
)
overridevirtual

Actually hurt the player, hurts a body_part directly, no armor reduction.

Implements Creature.

Definition at line 8407 of file character.cpp.

8409{
8411 // don't do any more damage if we're already dead
8412 // Or if we're debugging and don't want to die
8413 return;
8414 }
8415
8416 if( hurt == bodypart_id( "num_bp" ) ) {
8417 debugmsg( "Wacky body part hurt!" );
8418 hurt = bodypart_id( "torso" );
8419 }
8420
8421 mod_pain( dam / 2 );
8422
8423 const bodypart_id &part_to_damage = hurt->main_part;
8424
8425 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( part_to_damage ) );
8426
8427 mod_part_hp_cur( part_to_damage, - dam_to_bodypart );
8429
8430 if( !weapon.is_null() && !as_player()->can_wield( weapon ).success() &&
8431 can_unwield( weapon ).success() ) {
8432 add_msg_if_player( _( "You are no longer able to wield your %s and drop it!" ),
8433 weapon.display_name() );
8435 i_rem( &weapon );
8436 }
8437 if( has_effect( effect_mending, part_to_damage->token ) ) {
8438 effect &e = get_effect( effect_mending, part_to_damage->token );
8439 float remove_mend = dam / 20.0f;
8440 e.mod_duration( -e.get_max_duration() * remove_mend );
8441 }
8442
8443 if( dam > get_painkiller() ) {
8444 on_hurt( source );
8445 }
8446
8447 if( is_dead_state() ) {
8448 // if the player killed himself, add it to the kill count list
8449 if( !is_npc() && !killer && source == g->u.as_character() ) {
8451 get_name() );
8452 }
8453 set_killer( source );
8454 }
8455
8456 if( !bypass_med ) {
8457 // remove healing effects if damaged
8458 int remove_med = roll_remainder( dam / 5.0f );
8459 if( remove_med > 0 && has_effect( effect_bandaged, part_to_damage->token ) ) {
8460 remove_med -= reduce_healing_effect( effect_bandaged, remove_med, part_to_damage );
8461 }
8462 if( remove_med > 0 && has_effect( effect_disinfected, part_to_damage->token ) ) {
8463 reduce_healing_effect( effect_disinfected, remove_med, part_to_damage );
8464 }
8465 }
8466}
void put_into_vehicle_or_drop(Character &c, item_drop_reason, const std::list< item > &items)
static const trait_id trait_DEBUG_NODMG("DEBUG_NODMG")
static const efftype_id effect_bandaged("bandaged")
static const efftype_id effect_disinfected("disinfected")
static const efftype_id effect_mending("mending")
int get_painkiller() const
Returns intensity of painkillers
Definition: character.cpp:9809
item i_rem(int pos)
Remove a specific item from player possession.
Definition: character.cpp:2424
int reduce_healing_effect(const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
Reduce healing effect intensity, return initial intensity of the effect.
Definition: character.cpp:8624
void on_hurt(Creature *source, bool disturb=true)
Handles effects that happen when the player is damaged and aware of the fact.
Definition: character.cpp:8697
ret_val< bool > can_unwield(const item &it) const
Check player capable of unwielding an item.
Definition: character.cpp:3155
std::string get_name() const override
Definition: character.cpp:6095
void mod_part_hp_cur(const bodypart_id &id, int mod)
Definition: creature.cpp:1590
virtual void mod_pain(int npain)
Definition: creature.cpp:1347
virtual bool is_dead_state() const =0
int get_part_hp_cur(const bodypart_id &id) const
Definition: creature.cpp:1560
void set_killer(Creature *killer)
Definition: creature.cpp:1431
virtual bool is_npc() const
Definition: creature.h:98
Creature * killer
Definition: creature.h:800
Definition: effect.h:161
void mod_duration(const time_duration &dur, bool alert=false)
Mods the duration, capping at max_duration if it exists.
Definition: effect.cpp:821
time_duration get_max_duration() const
Returns the maximum duration of an effect.
Definition: effect.cpp:801
void send(const cata::event &) const
Definition: event_bus.cpp:58
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4736
ret_val< bool > can_wield(const item &it) const
Check player capable of wielding an item.
Definition: player.cpp:2344
@ character_takes_damage
@ character_kills_character
event_bus & get_event_bus()
Definition: game.cpp:12188

References _, Creature::add_msg_if_player(), Creature::as_player(), can_unwield(), player::can_wield(), character_kills_character, character_takes_damage, debugmsg, item::display_name(), effect_bandaged, effect_disinfected, effect_mending, g, Creature::get_effect(), get_event_bus(), effect::get_max_duration(), get_name(), get_painkiller(), Creature::get_part_hp_cur(), get_player_character(), getID(), Creature::has_effect(), has_trait(), i_rem(), Creature::is_dead_state(), Creature::is_npc(), item::is_null(), Creature::killer, effect::mod_duration(), Creature::mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), put_into_vehicle_or_drop(), reduce_healing_effect(), roll_remainder(), event_bus::send(), Creature::set_killer(), trait_DEBUG_NODMG, tumbling, and weapon.

Referenced by activate_bionic(), iuse::blech(), cough(), debug_menu::debug(), do_damage_for_bionic_failure(), eff_fun_bleed(), eff_fun_fungus(), iuse::ehandcuffs(), game::find_or_make_stairs(), heal_actor::finish_using(), iexamine::flower_cactus(), iexamine::flower_poppy(), game::handle_action(), start_location::handle_heli_crash(), player::hardcoded_effects(), player::knock_back_to(), activity_handlers::operation_do_turn(), player::process_one_effect(), suffer_from_radiation(), suffer_from_sunburn(), suffer_water_damage(), and suffer_while_underwater().

◆ apply_mods()

void Character::apply_mods ( const trait_id mut,
bool  add_remove 
)
protected

Applies stat mods to character.

Definition at line 206 of file mutation.cpp.

207{
208 int sign = add_remove ? 1 : -1;
209 int str_change = get_mod( mut, "STR" );
210 str_max += sign * str_change;
211 per_max += sign * get_mod( mut, "PER" );
212 dex_max += sign * get_mod( mut, "DEX" );
213 int_max += sign * get_mod( mut, "INT" );
214
215 if( str_change != 0 ) {
216 recalc_hp();
217 }
218}
void recalc_hp()
Recalculates HP after a change to max strength.
Definition: character.cpp:1656
int get_mod(const trait_id &mut, const std::string &arg) const
Retrieves a stat mod of a mutation.
Definition: mutation.cpp:195

References dex_max, get_mod(), int_max, per_max, recalc_hp(), and str_max.

Referenced by deactivate_mutation(), mutation_effect(), mutation_loss_effect(), mutation_spend_resources(), and suffer_mutation_power().

◆ apply_persistent_morale()

void Character::apply_persistent_morale ( )

Ensures persistent morale effects are up-to-date.

Definition at line 9011 of file character.cpp.

9012{
9013 // Hoarders get a morale penalty if they're not carrying a full inventory.
9014 if( has_trait( trait_HOARDER ) ) {
9015 int pen = ( volume_capacity() - volume_carried() ) / 125_ml;
9016 if( pen > 70 ) {
9017 pen = 70;
9018 }
9019 if( pen <= 0 ) {
9020 pen = 0;
9021 }
9022 if( has_effect( effect_took_xanax ) ) {
9023 pen = pen / 7;
9024 } else if( has_effect( effect_took_prozac ) ) {
9025 pen = pen / 2;
9026 }
9027 if( pen > 0 ) {
9028 add_morale( MORALE_PERM_HOARDER, -pen, -pen, 1_minutes, 1_minutes, true );
9029 }
9030 }
9031 // Nomads get a morale penalty if they stay near the same overmap tiles too long.
9033 const tripoint_abs_omt ompos = global_omt_location();
9034 float total_time = 0;
9035 // Check how long we've stayed in any overmap tile within 5 of us.
9036 const int max_dist = 5;
9037 for( const tripoint_abs_omt &pos : points_in_radius( ompos, max_dist ) ) {
9038 const float dist = rl_dist( ompos, pos );
9039 if( dist > max_dist ) {
9040 continue;
9041 }
9042 const auto iter = overmap_time.find( pos.xy() );
9043 if( iter == overmap_time.end() ) {
9044 continue;
9045 }
9046 // Count time in own tile fully, tiles one away as 4/5, tiles two away as 3/5, etc.
9047 total_time += to_moves<float>( iter->second ) * ( max_dist - dist ) / max_dist;
9048 }
9049 // Characters with higher tiers of Nomad suffer worse morale penalties, faster.
9050 int max_unhappiness;
9051 float min_time, max_time;
9052 if( has_trait( trait_NOMAD ) ) {
9053 max_unhappiness = 20;
9054 min_time = to_moves<float>( 2_days );
9055 max_time = to_moves<float>( 4_days );
9056 } else if( has_trait( trait_NOMAD2 ) ) {
9057 max_unhappiness = 40;
9058 min_time = to_moves<float>( 1_days );
9059 max_time = to_moves<float>( 2_days );
9060 } else { // traid_NOMAD3
9061 max_unhappiness = 60;
9062 min_time = to_moves<float>( 12_hours );
9063 max_time = to_moves<float>( 1_days );
9064 }
9065 // The penalty starts at 1 at min_time and scales up to max_unhappiness at max_time.
9066 const float t = ( total_time - min_time ) / ( max_time - min_time );
9067 const int pen = std::ceil( lerp_clamped( 0, max_unhappiness, t ) );
9068 if( pen > 0 ) {
9069 add_morale( MORALE_PERM_NOMAD, -pen, -pen, 1_minutes, 1_minutes, true );
9070 }
9071 }
9072
9073 if( has_trait( trait_PROF_FOODP ) ) {
9074 // Loosing your face is distressing
9075 if( !( is_wearing( itype_id( "foodperson_mask" ) ) ||
9076 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
9077 add_morale( MORALE_PERM_NOFACE, -20, -20, 1_minutes, 1_minutes, true );
9078 } else if( is_wearing( itype_id( "foodperson_mask" ) ) ||
9079 is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9081 }
9082
9083 if( is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9084 add_morale( MORALE_PERM_FPMODE_ON, 10, 10, 1_minutes, 1_minutes, true );
9085 } else {
9087 }
9088 }
9089}
constexpr T lerp_clamped(const T &min, const T &max, float t)
Linear interpolation with t clamped to [0, 1].
Definition: cata_utility.h:162
static const efftype_id effect_took_prozac("took_prozac")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static const trait_id trait_HOARDER("HOARDER")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_took_xanax("took_xanax")
units::volume volume_capacity() const
Definition: character.cpp:2851
std::unordered_map< point_abs_omt, time_duration > overmap_time
Amount of time the player has spent in each overmap tile.
Definition: character.h:2206
units::volume volume_carried() const
Definition: character.cpp:2724
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9096
void rem_morale(const morale_type &type)
Definition: character.cpp:9117
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3240
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
const morale_type MORALE_PERM_FPMODE_ON("morale_perm_fpmode_on")
const morale_type MORALE_PERM_HOARDER("morale_perm_hoarder")
const morale_type MORALE_PERM_NOMAD("morale_perm_nomad")
const morale_type MORALE_PERM_NOFACE("morale_perm_noface")
constexpr point xy() const
Definition: point.h:220

References add_morale(), effect_took_prozac, effect_took_xanax, global_omt_location(), Creature::has_effect(), has_trait(), is_wearing(), itype_id, lerp_clamped(), MORALE_PERM_FPMODE_ON, MORALE_PERM_HOARDER, MORALE_PERM_NOFACE, MORALE_PERM_NOMAD, overmap_time, points_in_radius(), pos(), rem_morale(), rl_dist(), trait_HOARDER, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, trait_PROF_FOODP, volume_capacity(), volume_carried(), and tripoint::xy().

Referenced by debug_menu::character_edit_menu(), check_and_recover_morale(), avatar::create(), and update_morale().

◆ apply_skill_boost()

void Character::apply_skill_boost ( )
private

Applies skill-based boosts to stats.

Definition at line 3501 of file character.cpp.

3502{
3503 for( const skill_boost &boost : skill_boost::get_all() ) {
3504 // For migration, reset previously applied bonus.
3505 // Remove after 0.E or so.
3506 const std::string bonus_name = boost.stat() + std::string( "_bonus" );
3507 std::string previous_bonus = get_value( bonus_name );
3508 if( !previous_bonus.empty() ) {
3509 if( boost.stat() == "str" ) {
3510 str_max -= atoi( previous_bonus.c_str() );
3511 } else if( boost.stat() == "dex" ) {
3512 dex_max -= atoi( previous_bonus.c_str() );
3513 } else if( boost.stat() == "int" ) {
3514 int_max -= atoi( previous_bonus.c_str() );
3515 } else if( boost.stat() == "per" ) {
3516 per_max -= atoi( previous_bonus.c_str() );
3517 }
3518 remove_value( bonus_name );
3519 }
3520 // End migration code
3521 int skill_total = 0;
3522 for( const std::string &skill_str : boost.skills() ) {
3523 skill_total += get_skill_level( skill_id( skill_str ) );
3524 }
3525 mod_stat( boost.stat(), boost.calc_bonus( skill_total ) );
3526 if( boost.stat() == "str" ) {
3527 recalc_hp();
3528 }
3529 }
3530}
void mod_stat(const std::string &stat, float modifier) override
Definition: character.cpp:520
void remove_value(const std::string &key)
Definition: creature.cpp:1336
static const std::vector< skill_boost > & get_all()
Definition: skill_boost.cpp:15

References dex_max, skill_boost::get_all(), get_skill_level(), Creature::get_value(), int_max, mod_stat(), per_max, recalc_hp(), Creature::remove_value(), skill_id, and str_max.

Referenced by reset_stats().

◆ apply_wetness_morale()

void Character::apply_wetness_morale ( int  temperature)

Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.

Definition at line 1807 of file suffer.cpp.

1808{
1809 // First, a quick check if we have any wetness to calculate morale from
1810 // Faster than checking all worn items for friendliness
1811 if( !std::any_of( body_wetness.begin(), body_wetness.end(),
1812 []( const int w ) {
1813 return w != 0;
1814} ) ) {
1815 return;
1816 }
1817
1818 // Normalize temperature to [-1.0,1.0]
1819 temperature = std::max( 0, std::min( 100, temperature ) );
1820 const double global_temperature_mod = -1.0 + ( 2.0 * temperature / 100.0 );
1821
1822 int total_morale = 0;
1823 const auto wet_friendliness = exclusive_flag_coverage( "WATER_FRIENDLY" );
1824 for( const body_part bp : all_body_parts ) {
1825 // Sum of body wetness can go up to 103
1826 const int part_drench = body_wetness[bp];
1827 if( part_drench == 0 ) {
1828 continue;
1829 }
1830
1831 const auto &part_arr = mut_drench[bp];
1832 const int part_ignored = part_arr[WT_IGNORED];
1833 const int part_neutral = part_arr[WT_NEUTRAL];
1834 const int part_good = part_arr[WT_GOOD];
1835
1836 if( part_ignored >= part_drench ) {
1837 continue;
1838 }
1839
1840 int bp_morale = 0;
1841 const bool is_friendly = wet_friendliness.test( bp );
1842 const int effective_drench = part_drench - part_ignored;
1843 if( is_friendly ) {
1844 // Using entire bonus from mutations and then some "human" bonus
1845 bp_morale = std::min( part_good, effective_drench ) + effective_drench / 2;
1846 } else if( effective_drench < part_good ) {
1847 // Positive or 0
1848 // Won't go higher than part_good / 2
1849 // Wet slime/scale doesn't feel as good when covered by wet rags/fur/kevlar
1850 bp_morale = std::min( effective_drench, part_good - effective_drench );
1851 } else if( effective_drench > part_good + part_neutral ) {
1852 // This one will be negative
1853 bp_morale = part_good + part_neutral - effective_drench;
1854 }
1855
1856 // Clamp to [COLD,HOT] and cast to double
1857 const double part_temperature =
1858 std::min( BODYTEMP_HOT, std::max( BODYTEMP_COLD, temp_cur[bp] ) );
1859 // 0.0 at COLD, 1.0 at HOT
1860 const double part_mod = ( part_temperature - BODYTEMP_COLD ) /
1862 // Average of global and part temperature modifiers, each in range [-1.0, 1.0]
1863 double scaled_temperature = ( global_temperature_mod + part_mod ) / 2;
1864
1865 if( bp_morale < 0 ) {
1866 // Damp, hot clothing on hot skin feels bad
1867 scaled_temperature = std::fabs( scaled_temperature );
1868 }
1869
1870 // For an unmutated human swimming in deep water, this will add up to:
1871 // +51 when hot in 100% water friendly clothing
1872 // -103 when cold/hot in 100% unfriendly clothing
1873 total_morale += static_cast<int>( bp_morale * ( 1.0 + scaled_temperature ) / 2.0 );
1874 }
1875
1876 if( total_morale == 0 ) {
1877 return;
1878 }
1879
1880 int morale_effect = total_morale / 8;
1881 if( morale_effect == 0 ) {
1882 if( total_morale > 0 ) {
1883 morale_effect = 1;
1884 } else {
1885 morale_effect = -1;
1886 }
1887 }
1888 // 61_seconds because decay is applied in 1_minutes increments
1889 add_morale( MORALE_WET, morale_effect, total_morale, 61_seconds, 61_seconds, true );
1890}
constexpr std::array< body_part, 12 > all_body_parts
Contains all valid body_part values in the order they are defined in.
Definition: bodypart.h:82
body_part
Definition: bodypart.h:39
body_part_set exclusive_flag_coverage(const std::string &flag) const
Bitset of all the body parts covered only with items with flag (or nothing)
Definition: character.cpp:4044
std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bp > mut_drench
Definition: character.h:842
const morale_type MORALE_WET("morale_wet")
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
quantity< int, temperature_in_millidegree_celsius_tag > temperature
static constexpr int BODYTEMP_COLD
Do not change this value, it is an arbitrary anchor on which other calculations are made.
Definition: weather.h:34
static constexpr int BODYTEMP_HOT
Level 2 hotness.
Definition: weather.h:38

References add_morale(), all_body_parts, body_wetness, BODYTEMP_COLD, BODYTEMP_HOT, exclusive_flag_coverage(), units::fabs(), MORALE_WET, mut_drench, temp_cur, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by game::do_turn().

◆ armor_absorb()

bool Character::armor_absorb ( damage_unit du,
item armor 
)

Reduces and mutates du, prints messages about armor taking damage.

Returns
true if the armor was completely destroyed (and the item must be deleted).

Definition at line 8294 of file character.cpp.

8295{
8296 if( rng( 1, 100 ) > armor.get_coverage() ) {
8297 return false;
8298 }
8299
8300 // TODO: add some check for power armor
8301 armor.mitigate_damage( du );
8302
8303 // We want armor's own resistance to this type, not the resistance it grants
8304 const int armors_own_resist = armor.damage_resist( du.type, true );
8305 if( armors_own_resist > 1000 ) {
8306 // This is some weird type that doesn't damage armors
8307 return false;
8308 }
8309
8310 // Scale chance of article taking damage based on the number of parts it covers.
8311 // This represents large articles being able to take more punishment
8312 // before becoming ineffective or being destroyed.
8313 const int num_parts_covered = armor.get_covered_body_parts().count();
8314 if( !one_in( num_parts_covered ) ) {
8315 return false;
8316 }
8317
8318 // Don't damage armor as much when bypassed by armor piercing
8319 // Most armor piercing damage comes from bypassing armor, not forcing through
8320 const int raw_dmg = du.amount;
8321 if( raw_dmg > armors_own_resist ) {
8322 // If damage is above armor value, the chance to avoid armor damage is
8323 // 50% + 50% * 1/dmg
8324 if( one_in( raw_dmg ) || one_in( 2 ) ) {
8325 return false;
8326 }
8327 } else {
8328 // Sturdy items and power armors never take chip damage.
8329 // Other armors have 0.5% of getting damaged from hits below their armor value.
8330 if( armor.has_flag( flag_STURDY ) || !one_in( 200 ) ) {
8331 return false;
8332 }
8333 }
8334
8335 const material_type &material = armor.get_random_material();
8336 std::string damage_verb = ( du.type == DT_BASH ) ? material.bash_dmg_verb() :
8337 material.cut_dmg_verb();
8338
8339 const std::string pre_damage_name = armor.tname();
8340 const std::string pre_damage_adj = armor.get_base_material().dmg_adj( armor.damage_level( 4 ) );
8341
8342 // add "further" if the damage adjective and verb are the same
8343 std::string format_string = ( pre_damage_adj == damage_verb ) ?
8344 _( "Your %1$s is %2$s further!" ) : _( "Your %1$s is %2$s!" );
8345 add_msg_if_player( m_bad, format_string, pre_damage_name, damage_verb );
8346 //item is damaged
8347 if( is_player() ) {
8348 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ), m_neutral,
8349 damage_verb,
8350 m_info );
8351 }
8352
8353 return armor.mod_damage( armor.has_flag( "FRAGILE" ) ?
8355}
static const std::string flag_STURDY("STURDY")
virtual bool is_player() const
Definition: creature.h:92
size_t count() const
Definition: bodypart.h:252
const material_type & get_random_material() const
Get a material reference to a random material that this item is made of.
Definition: item.cpp:7015
bool mod_damage(int qty, damage_type dt)
Apply damage to const itemrained by min_damage and max_damage.
Definition: item.cpp:6106
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage_resist(damage_type dt, bool to_self=false) const
Resistance provided by this item against damage type given by an enum.
Definition: item.cpp:6251
const material_type & get_base_material() const
Get the basic (main) material of this item.
Definition: item.cpp:7020
body_part_set get_covered_body_parts() const
Bitset of all covered body parts.
Definition: item.cpp:753
int get_coverage() const
Returns the relative coverage that this item has when worn.
Definition: item.cpp:5780
void mitigate_damage(damage_unit &du) const
Assuming that specified du hit the armor, reduce du based on the item's resistance to the damage type...
Definition: item.cpp:6243
std::string cut_dmg_verb() const
Definition: material.cpp:190
std::string dmg_adj(int damage) const
Definition: material.cpp:195
std::string bash_dmg_verb() const
Definition: material.cpp:185
static constexpr int damage_scale
Definition: itype.h:1010

References _, scrollingcombattext::add(), Creature::add_msg_if_player(), damage_unit::amount, material_type::bash_dmg_verb(), body_part_set::count(), material_type::cut_dmg_verb(), item::damage_level(), item::damage_resist(), itype::damage_scale, material_type::dmg_adj(), DT_BASH, flag_STURDY(), item::get_base_material(), item::get_coverage(), item::get_covered_body_parts(), item::get_random_material(), item::has_flag(), Creature::is_player(), m_bad, m_info, m_neutral, item::mitigate_damage(), item::mod_damage(), NORTH, one_in(), posx(), posy(), remove_color_tags(), rng(), SCT, item::tname(), and damage_unit::type.

Referenced by absorb_hit().

◆ armwear_factor()

double Character::armwear_factor ( ) const

Same as footwear factor, but for arms.

Definition at line 8928 of file character.cpp.

8929{
8930 double ret = 0;
8931 if( wearing_something_on( bodypart_id( "arm_l" ) ) ) {
8932 ret += .5;
8933 }
8934 if( wearing_something_on( bodypart_id( "arm_r" ) ) ) {
8935 ret += .5;
8936 }
8937 return ret;
8938}
bool wearing_something_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body part.
Definition: character.cpp:8864

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by suffer_in_sunlight().

◆ as_character() [1/2]

const Character * Character::as_character ( ) const
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 212 of file character.h.

212 {
213 return this;
214 }

◆ as_character() [2/2]

Character * Character::as_character ( )
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 209 of file character.h.

209 {
210 return this;
211 }

Referenced by doors::close_door(), and emit_radio_signal().

◆ assign_activity() [1/2]

void Character::assign_activity ( const activity_id type,
int  moves = calendar::INDEFINITELY_LONG,
int  index = -1,
int  pos = INT_MIN,
const std::string &  name = "" 
)

Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming.

TODO: delete this once migration of activites to the activity_actor system is complete

Definition at line 9194 of file character.cpp.

9196{
9198}
int moves
Definition: creature.h:569

References assign_activity(), Creature::moves, name, pos(), and type.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), butcher_submenu(), cast_spell(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), iuse::dig(), iuse::dig_channel(), crafting::disassemble_all(), overmap_ui::display(), talk_function::do_butcher(), talk_function::do_chop_plank(), talk_function::do_chop_trees(), talk_function::do_construction(), talk_function::do_farming(), talk_function::do_fishing(), talk_function::do_mining(), npc::do_pulp(), player_activity::do_turn(), talk_function::do_vehicle_deconstruct(), talk_function::do_vehicle_repair(), drop(), game::exam_vehicle(), iuse::fill_pit(), npc::find_job_to_perform(), talk_function::find_mount(), avatar_action::fire_ranged_bionic(), avatar_action::fire_ranged_mutation(), avatar_action::fire_wielded_weapon(), activity_handlers::fish_finish(), iuse::fishing_rod(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), iuse::hand_crank(), install_bionics(), vehicle::interact_with(), iuse::jackhammer(), loot(), iuse::makemound(), iuse::meditate(), monexamine::milk_source(), iuse::mind_splicer(), mine_activity(), iuse::oxytorch(), iuse::pickaxe(), game::place_player(), iexamine::plant_seed(), iuse::play_game(), monexamine::play_with(), avatar_action::plthrow(), iuse::portable_game(), prompt_disassemble_single(), avatar::read(), avatar_action::reload(), activity_handlers::resume_for_multi_activities(), iuse::robotcontrol(), iexamine::rubble(), iexamine::safe(), iuse::shavekit(), monexamine::shear_animal(), iexamine::shrub_wildveggies(), smash(), talk_function::sort_loot(), player::start_craft(), start_destination_activity(), game::start_hauling(), npc::start_read(), gates::toggle_gate(), player::toolmod_add(), iexamine::trap(), try_start_hacking(), player::try_to_sleep(), uninstall_bionic(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), learn_spell_actor::use(), cast_spell_actor::use(), vehicle_activity(), iuse::vibe(), wait(), and wash_items().

◆ assign_activity() [2/2]

void Character::assign_activity ( const player_activity act,
bool  allow_resume = true 
)

Assigns activity to player, possibly resuming old activity if it's similar enough.

Definition at line 9200 of file character.cpp.

9201{
9202 bool resuming = false;
9203 if( allow_resume && !backlog.empty() && backlog.front().can_resume_with( act, *this ) ) {
9204 resuming = true;
9205 add_msg_if_player( _( "You resume your task." ) );
9206 activity = backlog.front();
9207 backlog.pop_front();
9208 } else {
9209 if( activity ) {
9210 backlog.push_front( activity );
9211 }
9212
9213 activity = act;
9214 }
9215
9216 activity.start_or_resume( *this, resuming );
9217
9218 if( is_npc() ) {
9220 npc *guy = dynamic_cast<npc *>( this );
9224 }
9225}
void cancel_stashed_activity()
Definition: character.cpp:967
std::list< player_activity > backlog
Definition: character.h:1517
Definition: npc.h:781
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3144
activity_id current_activity_id
Definition: npc.h:1249
void set_mission(npc_mission new_mission)
Definition: npc.cpp:3123
const activity_id & id() const
void start_or_resume(Character &who, bool resuming)
Preform necessary initialization to start or resume the activity.
@ NPCATT_ACTIVITY
Definition: npc.h:98
@ NPC_MISSION_ACTIVITY
Definition: npc.h:190
activity_id act
Definition: sounds.cpp:75

References _, act, activity, Creature::add_msg_if_player(), backlog, cancel_stashed_activity(), npc::current_activity_id, player_activity::id(), Creature::is_npc(), NPC_MISSION_ACTIVITY, NPCATT_ACTIVITY, npc::set_attitude(), npc::set_mission(), and player_activity::start_or_resume().

◆ assign_stashed_activity()

void Character::assign_stashed_activity ( )

Definition at line 989 of file character.cpp.

990{
994}
player_activity stashed_outbounds_backlog
Definition: character.h:1515
player_activity stashed_outbounds_activity
Definition: character.h:1514

References activity, backlog, cancel_stashed_activity(), stashed_outbounds_activity, and stashed_outbounds_backlog.

Referenced by npc::move().

◆ attack_cost()

int Character::attack_cost ( const item weap) const

Returns cost (in moves) of attacking with given item (no modifiers, like stuck)

Melee increases melee attack speed Dexterity increases attack speed

Definition at line 2216 of file melee.cpp.

2217{
2218 const int base_move_cost = weap.attack_cost() / 2;
2219 const int melee_skill = has_active_bionic( bionic_id( bio_cqb ) ) ? BIO_CQB_LEVEL : get_skill_level(
2220 skill_melee );
2221 /** @EFFECT_MELEE increases melee attack speed */
2222 const int skill_cost = static_cast<int>( ( base_move_cost * ( 15 - melee_skill ) / 15 ) );
2223 /** @EFFECT_DEX increases attack speed */
2224 const int dexbonus = dex_cur / 2;
2225 const int encumbrance_penalty = encumb( bp_torso ) +
2226 ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 2;
2227 const int ma_move_cost = mabuff_attack_cost_penalty();
2228 const float stamina_ratio = static_cast<float>( get_stamina() ) / static_cast<float>
2229 ( get_stamina_max() );
2230 // Increase cost multiplier linearly from 1.0 to 2.0 as stamina goes from 25% to 0%.
2231 const float stamina_penalty = 1.0 + std::max( ( 0.25f - stamina_ratio ) * 4.0f, 0.0f );
2232 const float ma_mult = mabuff_attack_cost_mult();
2233
2234 int move_cost = base_move_cost;
2235 // Stamina penalty only affects base/2 and encumbrance parts of the cost
2236 move_cost += encumbrance_penalty;
2237 move_cost *= stamina_penalty;
2238 move_cost += skill_cost;
2239 move_cost -= dexbonus;
2240
2242
2243 // Martial arts last. Flat has to be after mult, because comments say so.
2244 move_cost *= ma_mult;
2245 move_cost += ma_move_cost;
2246
2247 move_cost *= mutation_value( "attackcost_modifier" );
2248
2249 if( move_cost < 25 ) {
2250 return 25;
2251 }
2252
2253 return move_cost;
2254}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
int get_stamina() const
Definition: character.cpp:7194
float mabuff_attack_cost_mult() const
Returns the multiplier on move cost of attacks.
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6751
int mabuff_attack_cost_penalty() const
Returns the flat penalty to move cost of attacks.
double bonus_from_enchantments(double base, enchant_vals::mod value, bool round=false) const
Calculate bonus from enchantments for given base value.
Definition: character.cpp:8038
int get_stamina_max() const
Definition: character.cpp:7199
int attack_cost() const
Base number of moves (Creature::moves) that a single melee attack with this items takes.
Definition: item.cpp:5114
static constexpr int BIO_CQB_LEVEL
static const bionic_id bio_cqb("bio_cqb")
static const skill_id skill_melee("melee")

References item::attack_cost(), enchant_vals::ATTACK_COST, bio_cqb, BIO_CQB_LEVEL, bionic_id, bonus_from_enchantments(), bp_hand_l, bp_hand_r, bp_torso, dex_cur, encumb(), get_skill_level(), get_stamina(), get_stamina_max(), has_active_bionic(), mabuff_attack_cost_mult(), mabuff_attack_cost_penalty(), move_cost(), mutation_value(), and skill_melee.

Referenced by item::combat_info(), player::disarm(), item::effective_dps(), melee_attack(), and player::reach_attack().

◆ attitude_to()

Creature::Attitude Character::attitude_to ( const Creature other) const
overridevirtual

Attitude (of this creature) towards another creature.

This might not be symmetric.

Implements Creature.

Reimplemented in npc.

Definition at line 10371 of file character.cpp.

10372{
10373 const auto m = dynamic_cast<const monster *>( &other );
10374 if( m != nullptr ) {
10375 if( m->friendly != 0 ) {
10376 return A_FRIENDLY;
10377 }
10378 switch( m->attitude( const_cast<Character *>( this ) ) ) {
10379 // player probably does not want to harm them, but doesn't care much at all.
10380 case MATT_FOLLOW:
10381 case MATT_FPASSIVE:
10382 case MATT_IGNORE:
10383 case MATT_FLEE:
10384 return A_NEUTRAL;
10385 // player does not want to harm those.
10386 case MATT_FRIEND:
10387 case MATT_ZLAVE:
10388 // Don't want to harm your zlave!
10389 return A_FRIENDLY;
10390 case MATT_ATTACK:
10391 return A_HOSTILE;
10392 case MATT_NULL:
10394 break;
10395 }
10396
10397 return A_NEUTRAL;
10398 }
10399
10400 const auto p = dynamic_cast<const npc *>( &other );
10401 if( p != nullptr ) {
10402 if( p->is_enemy() ) {
10403 return A_HOSTILE;
10404 } else if( p->is_player_ally() ) {
10405 return A_FRIENDLY;
10406 } else {
10407 return A_NEUTRAL;
10408 }
10409 } else if( &other == this ) {
10410 return A_FRIENDLY;
10411 }
10412
10413 return A_NEUTRAL;
10414}
@ A_NEUTRAL
Definition: creature.h:170
@ A_HOSTILE
Definition: creature.h:169
@ A_FRIENDLY
Definition: creature.h:171
@ MATT_ZLAVE
Definition: monster.h:63
@ MATT_FLEE
Definition: monster.h:59
@ NUM_MONSTER_ATTITUDES
Definition: monster.h:64
@ MATT_FRIEND
Definition: monster.h:57
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
@ MATT_NULL
Definition: monster.h:56
@ MATT_IGNORE
Definition: monster.h:60
@ MATT_FPASSIVE
Definition: monster.h:58

References Creature::A_FRIENDLY, Creature::A_HOSTILE, Creature::A_NEUTRAL, MATT_ATTACK, MATT_FLEE, MATT_FOLLOW, MATT_FPASSIVE, MATT_FRIEND, MATT_IGNORE, MATT_NULL, MATT_ZLAVE, NUM_MONSTER_ATTITUDES, and other.

Referenced by game::is_hostile_within(), and player::sort_armor().

◆ base_age()

int Character::base_age ( ) const

Definition at line 6886 of file character.cpp.

6887{
6888 return init_age;
6889}

References init_age.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_age(), and set_description().

◆ base_comfort_value()

Character::comfort_response_t Character::base_comfort_value ( const tripoint p) const

Rate point's ability to serve as a bed.

Only takes certain mutations into account, and not fatigue nor stimulants.

Definition at line 5687 of file character.cpp.

5688{
5689 // Comfort of sleeping spots is "objective", while sleep_spot( p ) is "subjective"
5690 // As in the latter also checks for fatigue and other variables while this function
5691 // only looks at the base comfyness of something. It's still subjective, in a sense,
5692 // as arachnids who sleep in webs will find most places comfortable for instance.
5693 int comfort = 0;
5694
5695 comfort_response_t comfort_response;
5696
5697 bool plantsleep = has_trait( trait_CHLOROMORPH );
5698 bool fungaloid_cosplay = has_trait( trait_M_SKIN3 );
5699 bool websleep = has_trait( trait_WEB_WALKER );
5700 bool webforce = has_trait( trait_THRESH_SPIDER ) && ( has_trait( trait_WEB_SPINNER ) ||
5701 ( has_trait( trait_WEB_WEAVER ) ) );
5702 bool in_shell = has_active_mutation( trait_SHELL2 );
5703 bool watersleep = has_trait( trait_WATERSLEEP );
5704
5705 map &here = get_map();
5706 const optional_vpart_position vp = here.veh_at( p );
5707 const maptile tile = here.maptile_at( p );
5708 const trap &trap_at_pos = tile.get_trap_t();
5709 const ter_id ter_at_pos = tile.get_ter();
5710 const furn_id furn_at_pos = tile.get_furn();
5711
5712 int web = here.get_field_intensity( p, fd_web );
5713
5714 // Some mutants have different comfort needs
5715 if( !plantsleep && !webforce ) {
5716 if( in_shell ) {
5717 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5718 // Note: shelled individuals can still use sleeping aids!
5719 } else if( vp ) {
5720 const cata::optional<vpart_reference> carg = vp.part_with_feature( "CARGO", false );
5721 const cata::optional<vpart_reference> board = vp.part_with_feature( "BOARDABLE", true );
5722 if( carg ) {
5723 const vehicle_stack items = vp->vehicle().get_items( carg->part_index() );
5724 for( const item &items_it : items ) {
5725 if( items_it.has_flag( "SLEEP_AID" ) ) {
5726 // Note: BED + SLEEP_AID = 9 pts, or 1 pt below very_comfortable
5727 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5728 comfort_response.aid = &items_it;
5729 break; // prevents using more than 1 sleep aid
5730 }
5731 }
5732 }
5733 if( board ) {
5734 comfort += board->info().comfort;
5735 } else {
5736 comfort -= here.move_cost( p );
5737 }
5738 }
5739 // Not in a vehicle, start checking furniture/terrain/traps at this point in decreasing order
5740 else if( furn_at_pos != f_null ) {
5741 comfort += 0 + furn_at_pos.obj().comfort;
5742 }
5743 // Web sleepers can use their webs if better furniture isn't available
5744 else if( websleep && web >= 3 ) {
5745 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5746 } else if( ter_at_pos == t_improvised_shelter ) {
5747 comfort += 0 + static_cast<int>( comfort_level::slightly_comfortable );
5748 } else if( ter_at_pos == t_floor || ter_at_pos == t_floor_waxed ||
5749 ter_at_pos == t_carpet_red || ter_at_pos == t_carpet_yellow ||
5750 ter_at_pos == t_carpet_green || ter_at_pos == t_carpet_purple ) {
5751 comfort += 1 + static_cast<int>( comfort_level::neutral );
5752 } else if( !trap_at_pos.is_null() ) {
5753 comfort += 0 + trap_at_pos.comfort;
5754 } else {
5755 // Not a comfortable sleeping spot
5756 comfort -= here.move_cost( p );
5757 }
5758
5759 if( comfort_response.aid == nullptr ) {
5760 const map_stack items = here.i_at( p );
5761 for( const item &items_it : items ) {
5762 if( items_it.has_flag( "SLEEP_AID" ) ) {
5763 // Note: BED + SLEEP_AID = 9 pts, or 1 pt below very_comfortable
5764 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5765 comfort_response.aid = &items_it;
5766 break; // prevents using more than 1 sleep aid
5767 }
5768 }
5769 }
5770 if( fungaloid_cosplay && here.has_flag_ter_or_furn( flag_FUNGUS, pos() ) ) {
5771 comfort += static_cast<int>( comfort_level::very_comfortable );
5772 } else if( watersleep && here.has_flag_ter( flag_SWIMMABLE, pos() ) ) {
5773 comfort += static_cast<int>( comfort_level::very_comfortable );
5774 }
5775 } else if( plantsleep ) {
5776 if( vp || furn_at_pos != f_null ) {
5777 // Sleep ain't happening in a vehicle or on furniture
5778 comfort = static_cast<int>( comfort_level::impossible );
5779 } else {
5780 // It's very easy for Chloromorphs to get to sleep on soil!
5781 if( ter_at_pos == t_dirt || ter_at_pos == t_pit || ter_at_pos == t_dirtmound ||
5782 ter_at_pos == t_pit_shallow ) {
5783 comfort += static_cast<int>( comfort_level::very_comfortable );
5784 }
5785 // Not as much if you have to dig through stuff first
5786 else if( ter_at_pos == t_grass ) {
5787 comfort += static_cast<int>( comfort_level::comfortable );
5788 }
5789 // Sleep ain't happening
5790 else {
5791 comfort = static_cast<int>( comfort_level::impossible );
5792 }
5793 }
5794 // Has webforce
5795 } else {
5796 if( web >= 3 ) {
5797 // Thick Web and you're good to go
5798 comfort += static_cast<int>( comfort_level::very_comfortable );
5799 } else {
5800 comfort = static_cast<int>( comfort_level::impossible );
5801 }
5802 }
5803
5804 if( comfort > static_cast<int>( comfort_level::comfortable ) ) {
5805 comfort_response.level = comfort_level::very_comfortable;
5806 } else if( comfort > static_cast<int>( comfort_level::slightly_comfortable ) ) {
5807 comfort_response.level = comfort_level::comfortable;
5808 } else if( comfort > static_cast<int>( comfort_level::neutral ) ) {
5809 comfort_response.level = comfort_level::slightly_comfortable;
5810 } else if( comfort == static_cast<int>( comfort_level::neutral ) ) {
5811 comfort_response.level = comfort_level::neutral;
5812 } else {
5813 comfort_response.level = comfort_level::uncomfortable;
5814 }
5815 return comfort_response;
5816}
static const trait_id trait_M_SKIN3("M_SKIN3")
static const trait_id trait_WEB_WALKER("WEB_WALKER")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_CHLOROMORPH("CHLOROMORPH")
static const std::string flag_SWIMMABLE("SWIMMABLE")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FUNGUS("FUNGUS")
static const trait_id trait_THRESH_SPIDER("THRESH_SPIDER")
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
const T & obj() const
Definition: ammo_effect.cpp:26
maptile maptile_at(const tripoint &p) const
Definition: map.cpp:201
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5379
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2322
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1780
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2312
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
ter_id t_floor_waxed
Definition: mapdata.cpp:632
ter_id t_improvised_shelter
Definition: mapdata.cpp:716
ter_id t_grass
Definition: mapdata.cpp:628
ter_id t_carpet_purple
Definition: mapdata.cpp:634
ter_id t_carpet_yellow
Definition: mapdata.cpp:634
ter_id t_dirt
Definition: mapdata.cpp:625
ter_id t_floor
Definition: mapdata.cpp:632
ter_id t_carpet_green
Definition: mapdata.cpp:634
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_carpet_red
Definition: mapdata.cpp:634
ter_id t_pit
Definition: mapdata.cpp:625
ter_id t_dirtmound
Definition: mapdata.cpp:625
bool board(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:172
int comfort
Definition: mapdata.h:503
A wrapper for a submap point.
Definition: submap.h:267
furn_id get_furn() const
Definition: submap.h:285
ter_id get_ter() const
Definition: submap.h:289
const trap & get_trap_t() const
Definition: submap.h:293
int comfort
Definition: trap.h:119

References Character::comfort_response_t::aid, trapfunc::board(), furn_t::comfort, trap::comfort, comfortable, f_null, fd_web, flag_FUNGUS(), flag_SWIMMABLE(), map::get_field_intensity(), maptile::get_furn(), get_map(), maptile::get_ter(), maptile::get_trap_t(), has_active_mutation(), map::has_flag_ter(), map::has_flag_ter_or_furn(), has_trait(), map::i_at(), impossible, trap::is_null(), Character::comfort_response_t::level, map::maptile_at(), map::move_cost(), neutral, int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), slightly_comfortable, t_carpet_green, t_carpet_purple, t_carpet_red, t_carpet_yellow, t_dirt, t_dirtmound, t_floor, t_floor_waxed, t_grass, t_improvised_shelter, t_pit, t_pit_shallow, trait_CHLOROMORPH, trait_M_SKIN3, trait_SHELL2, trait_THRESH_SPIDER, trait_WATERSLEEP, trait_WEB_SPINNER, trait_WEB_WALKER, trait_WEB_WEAVER, uncomfortable, map::veh_at(), and very_comfortable.

Referenced by player::sleep_spot(), and update_needs().

◆ base_height()

int Character::base_height ( ) const

Definition at line 6915 of file character.cpp.

6916{
6917 return init_height;
6918}
int init_height
height at character creation
Definition: character.h:2064

References init_height.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_height(), and set_description().

◆ best_nearby_lifting_assist() [1/2]

int Character::best_nearby_lifting_assist ( ) const

Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range.

Definition at line 2729 of file character.cpp.

2730{
2731 return best_nearby_lifting_assist( this->pos() );
2732}
int best_nearby_lifting_assist() const
Checks for items, tools, and vehicles with the Lifting quality near the character returning the highe...
Definition: character.cpp:2729

References best_nearby_lifting_assist(), and pos().

Referenced by best_nearby_lifting_assist(), can_do_activity_there(), and weight_carried_reduced_by().

◆ best_nearby_lifting_assist() [2/2]

int Character::best_nearby_lifting_assist ( const tripoint world_pos) const

Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g.

vehicle installation/uninstallation)

Definition at line 2734 of file character.cpp.

2735{
2736 const quality_id LIFT( "LIFT" );
2737 int mech_lift = 0;
2738 if( is_mounted() ) {
2739 auto mons = mounted_creature.get();
2740 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
2741 mech_lift = mons->mech_str_addition() + 10;
2742 }
2743 }
2744 return std::max( { this->max_quality( LIFT ), mech_lift,
2745 map_selector( this->pos(), PICKUP_RANGE, false ).max_quality( LIFT ),
2746 vehicle_selector( world_pos, PICKUP_RANGE, false ).max_quality( LIFT )
2747 } );
2748}
int PICKUP_RANGE
Items on the map with at most this distance to the player are considered available for crafting,...
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1556
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
@ MF_RIDEABLE_MECH
Definition: mtype.h:115

References is_mounted(), visitable< T >::max_quality(), visitable< Character >::max_quality(), MF_RIDEABLE_MECH, mounted_creature, PICKUP_RANGE, and pos().

◆ best_quality_item()

item * Character::best_quality_item ( const quality_id qual)

get best quality item that this character has

Definition at line 4719 of file character.cpp.

4720{
4721 std::vector<item *> qual_inv = items_with( [qual]( const item & itm ) {
4722 return itm.has_quality( qual );
4723 } );
4724 item *best_qual = random_entry( qual_inv );
4725 for( const auto elem : qual_inv ) {
4726 if( elem->get_quality( qual ) > best_qual->get_quality( qual ) ) {
4727 best_qual = elem;
4728 }
4729 }
4730 return best_qual;
4731}
bool has_quality(const quality_id &qual, int level=1, int qty=1) const
Returns true if instance has amount (or more) items of at least quality level.
Definition: visitable.cpp:169

References visitable< T >::has_quality(), visitable< Character >::items_with(), and random_entry().

Referenced by chop_plank_activity(), chop_tree_activity(), generic_multi_activity_do(), and monexamine::shear_animal().

◆ best_shield()

item & Character::best_shield ( )

Returns the best item for blocking with.

Definition at line 1544 of file melee.cpp.

1545{
1546 // Note: wielded weapon, not one used for attacks
1547 int best_value = blocking_ability( weapon );
1548 // "BLOCK_WHILE_WORN" without a blocking tech need to be worn for the bonus
1549 best_value = best_value == 2 ? 0 : best_value;
1550 item *best = best_value > 0 ? &weapon : &null_item_reference();
1551 for( item &shield : worn ) {
1552 if( shield.has_flag( "BLOCK_WHILE_WORN" ) && blocking_ability( shield ) >= best_value ) {
1553 // in case a mod adds a shield that protects only one arm, the corresponding arm needs to be working
1554 if( shield.covers( bp_arm_l ) || shield.covers( bp_arm_r ) ) {
1555 if( shield.covers( bp_arm_l ) && !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1556 best = &shield;
1557 } else if( shield.covers( bp_arm_r ) && !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1558 best = &shield;
1559 }
1560 // leg guards
1561 } else if( ( shield.covers( bp_leg_l ) || shield.covers( bp_leg_r ) ) &&
1562 get_working_leg_count() >= 1 ) {
1563 best = &shield;
1564 // in case a mod adds an unusual worn blocking item, like a magic bracelet/crown, it's handled here
1565 } else {
1566 best = &shield;
1567 }
1568 }
1569 }
1570
1571 return *best;
1572}
int get_working_leg_count() const
Returns the number of functioning legs.
Definition: character.cpp:1305
bool is_limb_disabled(const bodypart_id &limb) const
Returns true if the limb is disabled(12.5% or less hp)
Definition: character.cpp:1317
item & null_item_reference()
Returns a reference to a null item (see item::is_null).
Definition: item.cpp:322
static int blocking_ability(const item &shield)
Definition: melee.cpp:1529

References blocking_ability(), bp_arm_l, bp_arm_r, bp_leg_l, bp_leg_r, get_working_leg_count(), is_limb_disabled(), null_item_reference(), weapon, and worn.

Referenced by block_hit().

◆ bionic_armor_bonus()

float Character::bionic_armor_bonus ( const bodypart_id bp,
damage_type  dt 
) const

Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit.

Definition at line 8357 of file character.cpp.

8358{
8359 float result = 0.0f;
8360 if( dt == DT_CUT || dt == DT_STAB ) {
8361 for( const bionic_id &bid : get_bionics() ) {
8362 const auto cut_prot = bid->cut_protec.find( bp.id() );
8363 if( cut_prot != bid->cut_protec.end() ) {
8364 result += cut_prot->second;
8365 }
8366 }
8367 } else if( dt == DT_BASH ) {
8368 for( const bionic_id &bid : get_bionics() ) {
8369 const auto bash_prot = bid->bash_protec.find( bp.id() );
8370 if( bash_prot != bid->bash_protec.end() ) {
8371 result += bash_prot->second;
8372 }
8373 }
8374 } else if( dt == DT_BULLET ) {
8375 for( const bionic_id &bid : get_bionics() ) {
8376 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
8377 if( bullet_prot != bid->bullet_protec.end() ) {
8378 result += bullet_prot->second;
8379 }
8380 }
8381 }
8382
8383 return result;
8384}
const string_id< T > & id() const
Definition: ammo_effect.cpp:33

References bionic_data::bash_protec, bionic_data::bullet_protec, bionic_data::cut_protec, DT_BASH, DT_BULLET, DT_CUT, DT_STAB, get_bionics(), and int_id< T >::id().

Referenced by passive_absorb_hit().

◆ bionic_at_index()

bionic & Character::bionic_at_index ( int  i)

Returns the bionic at a given index in my_bionics[].

Definition at line 2652 of file bionics.cpp.

2653{
2654 return ( *my_bionics )[i];
2655}

References my_bionics.

Referenced by absorb_hit(), and sleep().

◆ bionic_installation_issues()

std::map< bodypart_id, int > Character::bionic_installation_issues ( const bionic_id bioid) const

Definition at line 2498 of file bionics.cpp.

2499{
2500 std::map<bodypart_id, int> issues;
2501 if( !get_option < bool >( "CBM_SLOTS_ENABLED" ) ) {
2502 return issues;
2503 }
2504 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2505 const int lacked_slots = elem.second - get_free_bionics_slots( elem.first );
2506 if( lacked_slots > 0 ) {
2507 issues.emplace( elem.first, lacked_slots );
2508 }
2509 }
2510 return issues;
2511}
int get_free_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2518
std::map< bodypart_str_id, int > occupied_bodyparts
Body part slots used to install this bionic, mapped to the amount of space required.
Definition: bionics.h:89

References get_free_bionics_slots(), and bionic_data::occupied_bodyparts.

Referenced by can_install_bionics(), and item::color_in_inventory().

◆ bionics_adjusted_skill()

float Character::bionics_adjusted_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate skill for (un)installing bionics.

Definition at line 1843 of file bionics.cpp.

1847{
1848 int pl_skill = bionics_pl_skill( most_important_skill, important_skill, least_important_skill,
1849 skill_level );
1850
1851 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
1852 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
1853 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>( 10.0 ) );
1854 adjusted_skill *= env_surgery_bonus( 1 ) + get_effect_int( effect_assisted );
1855 return adjusted_skill;
1856}
static const efftype_id effect_assisted("assisted")
float env_surgery_bonus(int radius)
Calculate skill bonus from tiles in radius.
Definition: bionics.cpp:2230
int bionics_pl_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate non adjusted skill for (un)installing bionics.
Definition: bionics.cpp:1858
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1250

References bionics_pl_skill(), effect_assisted, env_surgery_bonus(), and Creature::get_effect_int().

Referenced by best_installer(), can_install_bionics(), can_uninstall_bionic(), bionic_install_preset::get_failure_chance(), bionic_install_surgeon_preset::get_failure_chance(), bionic_uninstall_preset::get_failure_chance(), install_bionics(), game::save_cyborg(), and uninstall_bionic().

◆ bionics_install_failure()

void Character::bionics_install_failure ( const std::string &  installer,
int  difficulty,
int  success,
float  adjusted_skill 
)

Definition at line 2391 of file bionics.cpp.

2393{
2394 // "success" should be passed in as a negative integer representing how far off we
2395 // were for a successful install. We use this to determine consequences for failing.
2396 success = std::abs( success );
2397
2398 // failure level is decided by how far off the character was from a successful install, and
2399 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
2400 // difficulties), only minor consequences occur. At low skill levels, severe consequences
2401 // are more likely.
2402 int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty / adjusted_skill ) );
2403 int fail_type = ( failure_level > 5 ? 5 : failure_level );
2404
2405 if( installer != "NOT_MED" ) {
2406 //~"Complications" is USian medical-speak for "unintended damage from a medical procedure".
2407 add_msg( m_neutral, _( "%s training helps to minimize the complications." ),
2408 installer );
2409 // In addition to the bonus, medical residents know enough OR protocol to avoid botching.
2410 // Take MD and be immune to faulty bionics.
2411 if( fail_type > 3 ) {
2412 fail_type = rng( 1, 3 );
2413 }
2414 }
2415
2416 switch( fail_type ) {
2417 case 0:
2418 case 1:
2420 break;
2421 case 2:
2422 case 3:
2423 do_damage_for_bionic_failure( 5, difficulty * 5 );
2424 break;
2425 case 4:
2426 case 5: {
2427 std::vector<bionic_id> valid;
2428 std::copy_if( begin( faulty_bionics ), end( faulty_bionics ), std::back_inserter( valid ),
2429 [&]( const bionic_id & id ) {
2430 return !has_bionic( id );
2431 } );
2432
2433 // We've got all the bad bionics!
2434 if( valid.empty() ) {
2435 if( has_max_power() ) {
2436 units::energy old_power = get_max_power_level();
2437 add_msg( m_bad, _( "%s lose power capacity!" ), disp_name() );
2442 }
2443 if( is_player() ) {
2444 g->memorial().add(
2445 pgettext( "memorial_male", "Lost %d units of power capacity." ),
2446 pgettext( "memorial_female", "Lost %d units of power capacity." ),
2447 units::to_kilojoule( old_power - get_max_power_level() ) );
2448 }
2449 // If no faults available and no power capacity, downgrade to second-worst complication.
2450 } else {
2451 do_damage_for_bionic_failure( 5, difficulty * 5 );
2452 break;
2453 }
2454 } else {
2455 const bionic_id &id = random_entry( valid );
2456 add_bionic( id );
2457 g->events().send<event_type::installs_faulty_cbm>( getID(), id );
2458 add_msg( m_bad,
2459 _( "Complication in installation caused a malfunction - %s. Uninstall it to clear the malfunction." ),
2460 id.obj().name );
2461 }
2462 }
2463 break;
2464 }
2465
2466}
bool has_max_power() const
Definition: character.cpp:2014
void set_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1982
void do_damage_for_bionic_failure(int min_damage, int max_damage)
Definition: bionics.cpp:2351
@ installs_faulty_cbm
std::vector< bionic_id > faulty_bionics
Definition: bionics.cpp:214
const char * pgettext(const char *context, const char *msgid)

References _, add_bionic(), add_msg(), disp_name(), do_damage_for_bionic_failure(), anonymous_namespace{bionics.cpp}::faulty_bionics, units::from_kilojoule(), g, get_max_power_level(), getID(), has_bionic(), has_max_power(), id, installs_faulty_cbm, Creature::is_player(), m_bad, m_neutral, name, pgettext(), random_entry(), rng(), set_max_power_level(), behavior::success, and units::to_kilojoule().

Referenced by perform_install().

◆ bionics_pl_skill()

int Character::bionics_pl_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate non adjusted skill for (un)installing bionics.

Definition at line 1858 of file bionics.cpp.

1861{
1862 int pl_skill;
1863 if( skill_level == -1 ) {
1864 pl_skill = int_cur * 4 +
1865 get_skill_level( most_important_skill ) * 4 +
1866 get_skill_level( important_skill ) * 3 +
1867 get_skill_level( least_important_skill ) * 1;
1868 } else {
1869 // override chance as though all values were skill_level if it is provided
1870 pl_skill = 12 * skill_level;
1871 }
1872
1873 // Medical residents have some idea what they're doing
1874 if( has_trait( trait_PROF_MED ) ) {
1875 pl_skill += 3;
1876 }
1877
1878 // People trained in bionics gain an additional advantage towards using it
1879 if( has_trait( trait_PROF_AUTODOC ) ) {
1880 pl_skill += 7;
1881 }
1882 return pl_skill;
1883}
static const trait_id trait_PROF_MED("PROF_MED")
static const trait_id trait_PROF_AUTODOC("PROF_AUTODOC")

References get_skill_level(), has_trait(), int_cur, trait_PROF_AUTODOC, and trait_PROF_MED.

Referenced by bionics_adjusted_skill(), install_bionics(), and uninstall_bionic().

◆ bionics_uninstall_failure() [1/2]

void Character::bionics_uninstall_failure ( int  difficulty,
int  success,
float  adjusted_skill 
)

When a player fails the surgery.

Definition at line 1734 of file bionics.cpp.

1735{
1736 // "success" should be passed in as a negative integer representing how far off we
1737 // were for a successful removal. We use this to determine consequences for failing.
1738 success = std::abs( success );
1739
1740 // failure level is decided by how far off the character was from a successful removal, and
1741 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1742 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1743 // are more likely.
1744 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1745 adjusted_skill ) );
1746 const int fail_type = std::min( 5, failure_level );
1747
1748 if( fail_type <= 1 ) {
1749 add_msg( m_neutral, _( "The removal fails without incident." ) );
1750 return;
1751 }
1752
1753 add_msg( m_neutral, _( "The removal is a failure." ) );
1754 std::set<body_part> bp_hurt;
1755 switch( fail_type ) {
1756 case 2:
1757 case 3:
1759 break;
1760
1761 case 4:
1762 case 5:
1763 do_damage_for_bionic_failure( 5, difficulty * 5 );
1764 break;
1765 }
1766
1767}

References _, add_msg(), do_damage_for_bionic_failure(), m_neutral, and behavior::success.

Referenced by perform_uninstall(), and uninstall_bionic().

◆ bionics_uninstall_failure() [2/2]

void Character::bionics_uninstall_failure ( monster installer,
player patient,
int  difficulty,
int  success,
float  adjusted_skill 
)

When a monster fails the surgery.

Definition at line 1769 of file bionics.cpp.

1771{
1772
1773 // "success" should be passed in as a negative integer representing how far off we
1774 // were for a successful removal. We use this to determine consequences for failing.
1775 success = std::abs( success );
1776
1777 // failure level is decided by how far off the monster was from a successful removal, and
1778 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1779 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1780 // are more likely.
1781 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1782 adjusted_skill ) );
1783 const int fail_type = std::min( 5, failure_level );
1784
1785 bool u_see = sees( patient );
1786
1787 if( u_see || patient.is_player() ) {
1788 if( fail_type <= 1 ) {
1789 add_msg( m_neutral, _( "The removal fails without incident." ) );
1790 return;
1791 }
1792 switch( rng( 1, 5 ) ) {
1793 case 1:
1794 add_msg( m_mixed, _( "The %s flub the operation." ), installer.name() );
1795 break;
1796 case 2:
1797 add_msg( m_mixed, _( "The %s messes up the operation." ), installer.name() );
1798 break;
1799 case 3:
1800 add_msg( m_mixed, _( "The operation fails." ) );
1801 break;
1802 case 4:
1803 add_msg( m_mixed, _( "The operation is a failure." ) );
1804 break;
1805 case 5:
1806 add_msg( m_mixed, _( "The %s screws up the operation." ), installer.name() );
1807 break;
1808 }
1809 }
1810 switch( fail_type ) {
1811 case 2:
1812 case 3:
1813 do_damage_for_bionic_failure( failure_level, failure_level * 2 );
1814 break;
1815
1816 case 4:
1817 case 5:
1818 do_damage_for_bionic_failure( 5, difficulty * 5 );
1819 break;
1820 }
1821}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
bool is_player() const override
Definition: player.h:106

References _, add_msg(), do_damage_for_bionic_failure(), player::is_player(), m_mixed, m_neutral, monster::name(), rng(), sees(), and behavior::success.

◆ bionics_weight()

units::mass Character::bionics_weight ( ) const

Definition at line 6869 of file character.cpp.

6870{
6871 units::mass bio_weight = 0_gram;
6872 for( const bionic_id &bid : get_bionics() ) {
6873 if( !bid->included ) {
6874 bio_weight += bid->itype()->weight;
6875 }
6876 }
6877 return bio_weight;
6878}

References get_bionics().

Referenced by get_weight().

◆ block_hit()

bool Character::block_hit ( Creature source,
bodypart_id bp_hit,
damage_instance dam 
)
overridevirtual

Checks for valid block abilities and reduces damage accordingly.

Returns true if the player blocks

Strength increases attack blocking effectiveness with a limb or worn/wielded item Unarmed increases attack blocking effectiveness with a limb or worn/wielded item

Implements Creature.

Definition at line 1574 of file melee.cpp.

1575{
1576 // Shouldn't block if player is asleep
1578 return false;
1579 }
1580
1581 // fire martial arts on-getting-hit-triggered effects
1582 // these fire even if the attack is blocked (you still got hit)
1583 martial_arts_data->ma_ongethit_effects( *this );
1584
1585 if( blocks_left < 1 ) {
1586 return false;
1587 }
1588
1589 blocks_left--;
1590
1591 // This bonus absorbs damage from incoming attacks before they land,
1592 // but it still counts as a block even if it absorbs all the damage.
1593 float total_phys_block = mabuff_block_bonus();
1594
1595 // Extract this to make it easier to implement shields/multiwield later
1596 item &shield = best_shield();
1597 block_bonus = blocking_ability( shield );
1598 bool conductive_shield = shield.conductive();
1599 bool unarmed = weapon.has_flag( "UNARMED_WEAPON" ) || weapon.is_null();
1600 bool force_unarmed = martial_arts_data->is_force_unarmed();
1601
1602 int melee_skill = get_skill_level( skill_melee );
1603 int unarmed_skill = get_skill_level( skill_unarmed );
1604
1605 // Check if we are going to block with an item. This could
1606 // be worn equipment with the BLOCK_WHILE_WORN flag.
1607 const bool has_shield = !shield.is_null();
1608
1609 // boolean check if blocking is being done with unarmed or not
1610 const bool item_blocking = !force_unarmed && has_shield && !unarmed;
1611
1612 int block_score = 1;
1613
1614 /** @EFFECT_STR increases attack blocking effectiveness with a limb or worn/wielded item */
1615 /** @EFFECT_UNARMED increases attack blocking effectiveness with a limb or worn/wielded item */
1616 if( ( unarmed || force_unarmed ) ) {
1617 if( martial_arts_data->can_limb_block( *this ) ) {
1618 // block_bonus for limb blocks will be added when the limb is decided
1619 block_score = str_cur + melee_skill + unarmed_skill;
1620 } else if( has_shield ) {
1621 // We can still block with a worn item while unarmed. Use higher of melee and unarmed
1622 block_score = str_cur + block_bonus + std::max( melee_skill, unarmed_skill );
1623 }
1624 } else if( has_shield ) {
1625 block_score = str_cur + block_bonus + get_skill_level( skill_melee );
1626 } else {
1627 // Can't block with limbs or items (do not block)
1628 return false;
1629 }
1630
1631 // weapon blocks are preferred to limb blocks
1632 std::string thing_blocked_with;
1633 if( !force_unarmed && has_shield ) {
1634 thing_blocked_with = shield.tname();
1635 // TODO: Change this depending on damage blocked
1636 float wear_modifier = 1.0f;
1637 if( source != nullptr && source->is_hallucination() ) {
1638 wear_modifier = 0.0f;
1639 }
1640
1641 handle_melee_wear( shield, wear_modifier );
1642 } else {
1643 // Choose which body part to block with, assume left side first
1644 if( martial_arts_data->can_leg_block( *this ) && martial_arts_data->can_arm_block( *this ) ) {
1645 bp_hit = one_in( 2 ) ? bodypart_id( "leg_l" ) : bodypart_id( "arm_l" );
1646 } else if( martial_arts_data->can_leg_block( *this ) ) {
1647 bp_hit = bodypart_id( "leg_l" );
1648 } else {
1649 bp_hit = bodypart_id( "arm_l" );
1650 }
1651
1652 // Check if we should actually use the right side to block
1653 if( bp_hit == bodypart_id( "leg_l" ) ) {
1654 if( get_part_hp_cur( bodypart_id( "leg_r" ) ) > get_part_hp_cur( bodypart_id( "leg_l" ) ) ) {
1655 bp_hit = bodypart_id( "leg_r" );
1656 }
1657 } else {
1658 if( get_part_hp_cur( bodypart_id( "arm_r" ) ) > get_part_hp_cur( bodypart_id( "arm_l" ) ) ) {
1659 bp_hit = bodypart_id( "arm_r" );
1660 }
1661 }
1662
1663 // At this point, we know we won't try blocking with items, only with limbs.
1664 // But there are no limbs left, so we can disable further attempts at blocking.
1665 if( get_part_hp_cur( bp_hit ) <= 0 ) {
1666 blocks_left = 0;
1667 return false;
1668 }
1669
1670 thing_blocked_with = body_part_name( bp_hit->token );
1671 }
1672
1673 if( has_shield ) {
1674 // Does our shield cover the limb we blocked with? If so, add the block bonus.
1675 block_score += shield.covers( bp_hit->token ) ? block_bonus : 0;
1676 }
1677
1678 // Map block_score to the logistic curve for a number between 1 and 0.
1679 // Basic beginner character (str 8, skill 0, basic weapon)
1680 // Will have a score around 10 and block about %15 of incoming damage.
1681 // More proficient melee character (str 10, skill 4, wbock_2 weapon)
1682 // will have a score of 20 and block about 45% of damage.
1683 // A highly expert character (str 14, skill 8 wblock_2)
1684 // will have a score in the high 20s and will block about 80% of damage.
1685 // As the block score approaches 40, damage making it through will dwindle
1686 // to nothing, at which point we're relying on attackers hitting enough to drain blocks.
1687 const float physical_block_multiplier = logarithmic_range( 0, 40, block_score );
1688
1689 float total_damage = 0.0;
1690 float damage_blocked = 0.0;
1691
1692 for( auto &elem : dam.damage_units ) {
1693 total_damage += elem.amount;
1694
1695 // block physical damage "normally"
1696 if( elem.type == DT_BASH || elem.type == DT_CUT || elem.type == DT_STAB ) {
1697 // use up our flat block bonus first
1698 float block_amount = std::min( total_phys_block, elem.amount );
1699 total_phys_block -= block_amount;
1700 elem.amount -= block_amount;
1701 damage_blocked += block_amount;
1702
1703 if( elem.amount <= std::numeric_limits<float>::epsilon() ) {
1704 continue;
1705 }
1706
1707 float previous_amount = elem.amount;
1708 elem.amount *= physical_block_multiplier;
1709 damage_blocked += previous_amount - elem.amount;
1710 }
1711
1712 // non-electrical "elemental" damage types do their full damage if unarmed,
1713 // but severely mitigated damage if not
1714 else if( elem.type == DT_HEAT || elem.type == DT_ACID || elem.type == DT_COLD ) {
1715 // Unarmed weapons won't block those
1716 if( item_blocking ) {
1717 float previous_amount = elem.amount;
1718 elem.amount /= 5;
1719 damage_blocked += previous_amount - elem.amount;
1720 }
1721 // electrical damage deals full damage if unarmed OR wielding a
1722 // conductive weapon
1723 } else if( elem.type == DT_ELECTRIC ) {
1724 // Unarmed weapons and conductive weapons won't block this
1725 if( item_blocking && !conductive_shield ) {
1726 float previous_amount = elem.amount;
1727 elem.amount /= 5;
1728 damage_blocked += previous_amount - elem.amount;
1729 }
1730 }
1731 }
1732
1733 std::string damage_blocked_description;
1734 // good/bad/ugly add_msg color code?
1735 // none, hardly any, a little, some, most, all
1736 float blocked_ratio = 0.0f;
1737 if( total_damage > std::numeric_limits<float>::epsilon() ) {
1738 blocked_ratio = ( total_damage - damage_blocked ) / total_damage;
1739 }
1740 if( blocked_ratio < std::numeric_limits<float>::epsilon() ) {
1741 //~ Damage amount in "You block <damage amount> with your <weapon>."
1742 damage_blocked_description = pgettext( "block amount", "all of the damage" );
1743 } else if( blocked_ratio < 0.2 ) {
1744 //~ Damage amount in "You block <damage amount> with your <weapon>."
1745 damage_blocked_description = pgettext( "block amount", "nearly all of the damage" );
1746 } else if( blocked_ratio < 0.4 ) {
1747 //~ Damage amount in "You block <damage amount> with your <weapon>."
1748 damage_blocked_description = pgettext( "block amount", "most of the damage" );
1749 } else if( blocked_ratio < 0.6 ) {
1750 //~ Damage amount in "You block <damage amount> with your <weapon>."
1751 damage_blocked_description = pgettext( "block amount", "a lot of the damage" );
1752 } else if( blocked_ratio < 0.8 ) {
1753 //~ Damage amount in "You block <damage amount> with your <weapon>."
1754 damage_blocked_description = pgettext( "block amount", "some of the damage" );
1755 } else if( blocked_ratio > std::numeric_limits<float>::epsilon() ) {
1756 //~ Damage amount in "You block <damage amount> with your <weapon>."
1757 damage_blocked_description = pgettext( "block amount", "a little of the damage" );
1758 } else {
1759 //~ Damage amount in "You block <damage amount> with your <weapon>."
1760 damage_blocked_description = pgettext( "block amount", "none of the damage" );
1761 }
1763 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1764 _( "You block %1$s with your %2$s!" ),
1765 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1766 _( "<npcname> blocks %1$s with their %2$s!" ),
1767 damage_blocked_description, thing_blocked_with );
1768
1769 // fire martial arts block-triggered effects
1770 martial_arts_data->ma_onblock_effects( *this );
1771
1772 // Check if we have any block counters
1773 matec_id tec = pick_technique( *source, shield, false, false, true );
1774
1775 if( tec != tec_none && !is_dead_state() ) {
1776 if( get_stamina() < get_stamina_max() / 3 ) {
1777 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
1778 } else if( weapon.made_of( material_id( "glass" ) ) ) {
1779 add_msg( m_bad, _( "The item you are wielding is too fragile to counterattack with!" ) );
1780 } else {
1781 melee_attack( *source, false, tec );
1782 }
1783 }
1784
1785 return true;
1786}
std::string body_part_name(body_part bp, int number)
Returns the matching name of the body_part token.
Definition: bodypart.cpp:317
int blocks_left
Definition: character.h:558
matec_id pick_technique(Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
Returns a random valid technique.
Definition: melee.cpp:1115
int mabuff_block_bonus() const
Returns the block bonus from martial arts buffs.
bool in_sleep_state() const override
Definition: character.cpp:9325
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
bool handle_melee_wear(item &shield, float wear_multiplier=1.0f)
Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.
Definition: melee.cpp:156
item & best_shield()
Returns the best item for blocking with.
Definition: melee.cpp:1544
virtual bool is_hallucination() const =0
virtual void add_msg_player_or_npc(const std::string &, const std::string &) const
Definition: creature.h:677
int block_bonus
Definition: creature.h:827
bool conductive() const
Whether the items is conductive.
Definition: item.cpp:6358
const std::vector< material_id > & made_of() const
The ids of all the materials this is made of.
Definition: item.cpp:6293
@ DT_COLD
Definition: damage.h:29
@ DT_ELECTRIC
Definition: damage.h:30
@ DT_ACID
Definition: damage.h:26
static const efftype_id effect_narcosis("narcosis")
static const matec_id tec_none("tec_none")
static const skill_id skill_unarmed("unarmed")

References _, add_msg(), Creature::add_msg_player_or_npc(), best_shield(), Creature::block_bonus, blocking_ability(), blocks_left, body_part_name(), item::conductive(), item::covers(), damage_instance::damage_units, DT_ACID, DT_BASH, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_STAB, effect_narcosis, Creature::get_part_hp_cur(), get_skill_level(), get_stamina(), get_stamina_max(), handle_melee_wear(), Creature::has_effect(), item::has_flag(), in_sleep_state(), Creature::is_dead_state(), Creature::is_hallucination(), item::is_null(), logarithmic_range(), m_bad, mabuff_block_bonus(), item::made_of(), martial_arts_data, melee_attack(), one_in(), pgettext(), pick_technique(), skill_melee, skill_unarmed, str_cur, tec_none, item::tname(), and weapon.

◆ blood_loss()

int Character::blood_loss ( const bodypart_id bp) const

Define blood loss (in percents)

Definition at line 5818 of file character.cpp.

5819{
5820 int hp_cur_sum = get_part_hp_cur( bp );
5821 int hp_max_sum = get_part_hp_max( bp );
5822
5823 if( bp == bodypart_id( "leg_l" ) || bp == bodypart_id( "leg_r" ) ) {
5824 hp_cur_sum = get_part_hp_cur( bodypart_id( "leg_l" ) ) + get_part_hp_cur( bodypart_id( "leg_r" ) );
5825 hp_max_sum = get_part_hp_max( bodypart_id( "leg_l" ) ) + get_part_hp_max( bodypart_id( "leg_r" ) );
5826 } else if( bp == bodypart_id( "arm_l" ) || bp == bodypart_id( "arm_r" ) ) {
5827 hp_cur_sum = get_part_hp_cur( bodypart_id( "arm_l" ) ) + get_part_hp_cur( bodypart_id( "arm_r" ) );
5828 hp_max_sum = get_part_hp_max( bodypart_id( "arm_l" ) ) + get_part_hp_max( bodypart_id( "arm_r" ) );
5829 }
5830
5831 hp_cur_sum = std::min( hp_max_sum, std::max( 0, hp_cur_sum ) );
5832 hp_max_sum = std::max( hp_max_sum, 1 );
5833 return 100 - ( 100 * hp_cur_sum ) / hp_max_sum;
5834}
int get_part_hp_max(const bodypart_id &id) const
Definition: creature.cpp:1565

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

◆ bloodType()

field_type_id Character::bloodType ( ) const
overridevirtual

Implements Creature.

Definition at line 482 of file character.cpp.

483{
484 if( has_trait( trait_ACIDBLOOD ) ) {
485 return fd_acid;
486 }
488 return fd_blood_veggy;
489 }
491 return fd_blood_insect;
492 }
495 }
496 return fd_blood;
497}
static const trait_id trait_THRESH_CEPHALOPOD("THRESH_CEPHALOPOD")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const trait_id trait_THRESH_INSECT("THRESH_INSECT")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
field_type_id fd_blood_insect
Definition: field_type.cpp:363
field_type_id fd_blood_invertebrate
Definition: field_type.cpp:364
field_type_id fd_blood_veggy
Definition: field_type.cpp:362
field_type_id fd_blood
Definition: field_type.cpp:336
field_type_id fd_acid
Definition: field_type.cpp:342

References fd_acid, fd_blood, fd_blood_insect, fd_blood_invertebrate, fd_blood_veggy, has_trait(), trait_ACIDBLOOD, trait_THRESH_CEPHALOPOD, trait_THRESH_INSECT, trait_THRESH_PLANT, and trait_THRESH_SPIDER.

◆ blossoms()

void Character::blossoms ( )

Definition at line 8795 of file character.cpp.

8796{
8797 // Player blossoms are shorter-ranged, but you can fire much more frequently if you like.
8798 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8799 map &here = get_map();
8800 for( const tripoint &tmp : here.points_in_radius( pos(), 2 ) ) {
8801 here.add_field( tmp, fd_fungal_haze, rng( 1, 2 ) );
8802 }
8803}
field_type_id fd_fungal_haze
Definition: field_type.cpp:374

References _, map::add_field(), sounds::combat, fd_fungal_haze, get_map(), map::points_in_radius(), pos(), rng(), and sounds::sound().

Referenced by activate_mutation(), and suffer_while_awake().

◆ bmi()

float Character::bmi ( ) const

Definition at line 6859 of file character.cpp.

6860{
6861 return 25;
6862}

Referenced by bodyweight(), debug_menu::debug(), character_display::disp_info(), and suffer_mutation_power().

◆ bmr()

int Character::bmr ( ) const

Definition at line 6966 of file character.cpp.

6967{
6968 return metabolic_rate_base() * 2500;
6969}
float metabolic_rate_base() const
Stable base metabolic rate due to traits.

References metabolic_rate_base().

Referenced by debug_menu::debug(), fall_asleep(), get_hunger_description(), and update_stomach().

◆ body_window()

hp_part Character::body_window ( const std::string &  menu_header,
bool  show_all,
bool  precise,
int  normal_bonus,
int  head_bonus,
int  torso_bonus,
float  bleed,
float  bite,
float  infect,
float  bandage_power,
float  disinfectant_power 
) const

Displays menu with body part hp, optionally with hp estimation after healing.

Returns selected part. menu_header - name of item that triggers this menu show_all - show and enable choice of all limbs, not only healable precise - show numerical hp normal_bonus - heal normal limb head_bonus - heal head torso_bonus - heal torso bleed - chance to stop bleeding bite - chance to remove bite infect - chance to remove infection bandage_power - quality of bandage disinfectant_power - quality of disinfectant

Definition at line 5848 of file character.cpp.

5852{
5853 /* This struct establishes some kind of connection between the hp_part (which can be healed and
5854 * have HP) and the body_part. Note that there are more body_parts than hp_parts. For example:
5855 * Damage to bp_head, bp_eyes and bp_mouth is all applied on the HP of hp_head. */
5856 struct healable_bp {
5857 mutable bool allowed;
5858 bodypart_id bp;
5859 hp_part hp;
5860 std::string name; // Translated name as it appears in the menu.
5861 int bonus;
5862 };
5863 /* The array of the menu entries show to the player. The entries are displayed in this order,
5864 * it may be changed here. */
5865 std::array<healable_bp, num_hp_parts> parts = { {
5866 { false, bodypart_id( "head" ), hp_head, _( "Head" ), head_bonus },
5867 { false, bodypart_id( "torso" ), hp_torso, _( "Torso" ), torso_bonus },
5868 { false, bodypart_id( "arm_l" ), hp_arm_l, _( "Left Arm" ), normal_bonus },
5869 { false, bodypart_id( "arm_r" ), hp_arm_r, _( "Right Arm" ), normal_bonus },
5870 { false, bodypart_id( "leg_l" ), hp_leg_l, _( "Left Leg" ), normal_bonus },
5871 { false, bodypart_id( "leg_r" ), hp_leg_r, _( "Right Leg" ), normal_bonus },
5872 }
5873 };
5874
5875 int max_bp_name_len = 0;
5876 for( const auto &e : parts ) {
5877 max_bp_name_len = std::max( max_bp_name_len, utf8_width( e.name ) );
5878 }
5879
5880 uilist bmenu;
5881 bmenu.desc_enabled = true;
5882 bmenu.text = menu_header;
5883
5884 bmenu.hilight_disabled = true;
5885 bool is_valid_choice = false;
5886
5887 for( size_t i = 0; i < parts.size(); i++ ) {
5888 const auto &e = parts[i];
5889 const bodypart_id &bp = e.bp;
5890 const body_part bp_token = bp->token;
5891 const int maximal_hp = get_part_hp_max( bp );
5892 const int current_hp = get_part_hp_cur( bp );
5893 // This will c_light_gray if the part does not have any effects cured by the item/effect
5894 // (e.g. it cures only bites, but the part does not have a bite effect)
5895 const nc_color state_col = limb_color( bp, bleed > 0.0f, bite > 0.0f, infect > 0.0f );
5896 const bool has_curable_effect = state_col != c_light_gray;
5897 // The same as in the main UI sidebar. Independent of the capability of the healing item/effect!
5898 const nc_color all_state_col = limb_color( bp, true, true, true );
5899 // Broken means no HP can be restored, it requires surgical attention.
5900 const bool limb_is_broken = is_limb_broken( bp );
5901 const bool limb_is_mending = limb_is_broken && worn_with_flag( flag_SPLINT, bp );
5902
5903 if( show_all ) {
5904 e.allowed = true;
5905 } else if( has_curable_effect ) {
5906 e.allowed = true;
5907 } else if( limb_is_broken ) {
5908 e.allowed = false;
5909 } else if( current_hp < maximal_hp && ( e.bonus != 0 || bandage_power > 0.0f ||
5910 disinfectant_power > 0.0f ) ) {
5911 e.allowed = true;
5912 } else {
5913 e.allowed = false;
5914 }
5915
5916 std::string msg;
5917 std::string desc;
5918 bool bleeding = has_effect( effect_bleed, bp_token );
5919 bool bitten = has_effect( effect_bite, bp_token );
5920 bool infected = has_effect( effect_infected, bp_token );
5921 bool bandaged = has_effect( effect_bandaged, bp_token );
5922 bool disinfected = has_effect( effect_disinfected, bp_token );
5923 const int b_power = get_effect_int( effect_bandaged, bp_token );
5924 const int d_power = get_effect_int( effect_disinfected, bp_token );
5925 int new_b_power = static_cast<int>( std::floor( bandage_power ) );
5926 if( bandaged ) {
5927 const effect &eff = get_effect( effect_bandaged, bp_token );
5928 if( new_b_power > eff.get_max_intensity() ) {
5929 new_b_power = eff.get_max_intensity();
5930 }
5931
5932 }
5933 int new_d_power = static_cast<int>( std::floor( disinfectant_power ) );
5934
5935 const auto &aligned_name = std::string( max_bp_name_len - utf8_width( e.name ), ' ' ) + e.name;
5936 std::string hp_str;
5937 if( limb_is_mending ) {
5938 desc += colorize( _( "It is broken but has been set and just needs time to heal." ),
5939 c_blue ) + "\n";
5940 const auto &eff = get_effect( effect_mending, bp_token );
5941 const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration();
5942
5943 if( precise ) {
5944 hp_str = colorize( string_format( "=%2d%%=", mend_perc ), c_blue );
5945 } else {
5946 const int num = mend_perc / 20;
5947 hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), c_blue );
5948 }
5949 } else if( limb_is_broken ) {
5950 desc += colorize( _( "It is broken. It needs a splint or surgical attention." ), c_red ) + "\n";
5951 hp_str = "==%==";
5952 } else if( precise ) {
5953 hp_str = string_format( "%d", current_hp );
5954 } else {
5955 std::pair<std::string, nc_color> h_bar = get_hp_bar( current_hp, maximal_hp, false );
5956 hp_str = colorize( h_bar.first, h_bar.second ) +
5957 colorize( std::string( 5 - utf8_width( h_bar.first ), '.' ), c_white );
5958 }
5959 msg += colorize( aligned_name, all_state_col ) + " " + hp_str;
5960
5961 // BLEEDING block
5962 if( bleeding ) {
5963 desc += colorize( string_format( "%s: %s", get_effect( effect_bleed, bp_token ).get_speed_name(),
5964 get_effect( effect_bleed, bp_token ).disp_short_desc() ), c_red ) + "\n";
5965 if( bleed > 0.0f ) {
5966 desc += colorize( string_format( _( "Chance to stop: %d %%" ),
5967 static_cast<int>( bleed * 100 ) ), c_light_green ) + "\n";
5968 } else {
5969 desc += colorize( _( "This will not stop the bleeding." ),
5970 c_yellow ) + "\n";
5971 }
5972 }
5973 // BANDAGE block
5974 if( bandaged ) {
5975 desc += string_format( _( "Bandaged [%s]" ), texitify_healing_power( b_power ) ) + "\n";
5976 if( new_b_power > b_power ) {
5977 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5978 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5979 } else if( new_b_power > 0 ) {
5980 desc += colorize( _( "You don't expect any improvement from using this." ), c_yellow ) + "\n";
5981 }
5982 } else if( new_b_power > 0 && e.allowed ) {
5983 desc += colorize( string_format( _( "Expected bandage quality: %s" ),
5984 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5985 }
5986 // BITTEN block
5987 if( bitten ) {
5988 desc += colorize( string_format( "%s: ", get_effect( effect_bite,
5989 bp_token ).get_speed_name() ), c_red );
5990 desc += colorize( _( "It has a deep bite wound that needs cleaning." ), c_red ) + "\n";
5991 if( bite > 0 ) {
5992 desc += colorize( string_format( _( "Chance to clean and disinfect: %d %%" ),
5993 static_cast<int>( bite * 100 ) ), c_light_green ) + "\n";
5994 } else {
5995 desc += colorize( _( "This will not help in cleaning this wound." ), c_yellow ) + "\n";
5996 }
5997 }
5998 // INFECTED block
5999 if( infected ) {
6001 bp_token ).get_speed_name() ), c_red );
6002 desc += colorize( _( "It has a deep wound that looks infected. Antibiotics might be required." ),
6003 c_red ) + "\n";
6004 if( infect > 0 ) {
6005 desc += colorize( string_format( _( "Chance to heal infection: %d %%" ),
6006 static_cast<int>( infect * 100 ) ), c_light_green ) + "\n";
6007 } else {
6008 desc += colorize( _( "This will not help in healing infection." ), c_yellow ) + "\n";
6009 }
6010 }
6011 // DISINFECTANT (general) block
6012 if( disinfected ) {
6013 desc += string_format( _( "Disinfected [%s]" ),
6014 texitify_healing_power( d_power ) ) + "\n";
6015 if( new_d_power > d_power ) {
6016 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
6017 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
6018 } else if( new_d_power > 0 ) {
6019 desc += colorize( _( "You don't expect any improvement from using this." ),
6020 c_yellow ) + "\n";
6021 }
6022 } else if( new_d_power > 0 && e.allowed ) {
6023 desc += colorize( string_format(
6024 _( "Expected disinfection quality: %s" ),
6025 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
6026 }
6027 // END of blocks
6028
6029 if( ( !e.allowed && !limb_is_broken ) || ( show_all && current_hp == maximal_hp &&
6030 !limb_is_broken && !bitten && !infected && !bleeding ) ) {
6031 desc += colorize( _( "Healthy." ), c_green ) + "\n";
6032 }
6033 if( !e.allowed ) {
6034 desc += colorize( _( "You don't expect any effect from using this." ), c_yellow );
6035 } else {
6036 is_valid_choice = true;
6037 }
6038 bmenu.addentry_desc( i, e.allowed, MENU_AUTOASSIGN, msg, desc );
6039 }
6040
6041 if( !is_valid_choice ) { // no body part can be chosen for this item/effect
6042 bmenu.init();
6043 bmenu.desc_enabled = false;
6044 bmenu.text = _( "No limb would benefit from it." );
6045 bmenu.addentry( parts.size(), true, 'q', "%s", _( "Cancel" ) );
6046 }
6047
6048 bmenu.query();
6049 if( bmenu.ret >= 0 && static_cast<size_t>( bmenu.ret ) < parts.size() &&
6050 parts[bmenu.ret].allowed ) {
6051 return parts[bmenu.ret].hp;
6052 } else {
6053 return num_hp_parts;
6054 }
6055}
int utf8_width(const char *s, const bool ignore_tags)
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_infected("infected")
static const efftype_id effect_bite("bite")
static const std::string flag_SPLINT("SPLINT")
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3270
nc_color limb_color(const bodypart_id &bp, bool bleed, bool bite, bool infect) const
Definition: character.cpp:6057
bool is_limb_broken(const bodypart_id &limb) const
Returns true if the limb is broken.
Definition: character.cpp:1324
virtual void bleed() const
Adds an appropriate blood splatter.
Definition: creature.cpp:131
int get_max_intensity() const
Returns the maximum intensity of an effect.
Definition: effect.cpp:853
time_duration get_duration() const
Returns the remaining duration of an effect.
Definition: effect.cpp:797
bool is_null() const
Returns true if the effect is the result of effect(), ie.
Definition: effect.cpp:553
int ret
Definition: ui.h:412
bool desc_enabled
Definition: ui.h:352
void addentry_desc(const std::string &str, const std::string &desc)
Definition: ui.cpp:952
bool hilight_disabled
Definition: ui.h:366
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_light_green
Definition: color.h:28
#define c_blue
Definition: color.h:23
#define c_yellow
Definition: color.h:32
#define c_red
Definition: color.h:21
std::string texitify_healing_power(const int power)
Definition: effect.cpp:1478
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
void init()
Sane defaults on initialization.
Definition: ui.cpp:152
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
hp_part
Definition: pldata.h:32
@ hp_torso
Definition: pldata.h:34
@ hp_leg_r
Definition: pldata.h:38
@ hp_arm_r
Definition: pldata.h:36
@ hp_head
Definition: pldata.h:33
@ hp_arm_l
Definition: pldata.h:35
@ num_hp_parts
Definition: pldata.h:39
@ hp_leg_l
Definition: pldata.h:37
const int MENU_AUTOASSIGN
Definition: ui.h:31

References _, uilist::addentry(), uilist::addentry_desc(), Creature::bleed(), c_blue, c_green, c_light_gray, c_light_green, c_red, c_white, c_yellow, colorize(), uilist::desc_enabled, effect_bandaged, effect_bite, effect_bleed, effect_disinfected, effect_infected, effect_mending, flag_SPLINT(), Creature::get_effect(), Creature::get_effect_int(), get_hp_bar(), effect::get_max_intensity(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), Creature::has_effect(), uilist::hilight_disabled, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, uilist::init(), is_limb_broken(), limb_color(), MENU_AUTOASSIGN, name, num, num_hp_parts, uilist::query(), uilist::ret, string_format(), texitify_healing_power(), uilist::text, utf8_width(), and worn_with_flag().

Referenced by game::npc_menu(), and pick_part_to_heal().

◆ bodypart_exposure()

std::map< bodypart_id, float > Character::bodypart_exposure ( )

Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).

Clothing layers are multiplied, ex. two layers of 50% coverage will leave only 25% exposed. Used to determine suffering effects of albinism and solar sensitivity.

Definition at line 783 of file suffer.cpp.

784{
785 std::map<bodypart_id, float> bp_exposure;
786 // May need to iterate over all body parts several times, so make a copy
787 const std::vector<bodypart_id> all_body_parts = get_all_body_parts();
788
789 // Initially, all parts are assumed to be fully exposed
790 for( const bodypart_id &bp : all_body_parts ) {
791 bp_exposure[bp] = 1.0;
792 }
793 // For every item worn, for every body part, adjust coverage
794 for( const item &it : worn ) {
795 // What body parts does this item cover?
796 body_part_set covered = it.get_covered_body_parts();
797 for( const bodypart_id &bp : all_body_parts ) {
798 if( bp->token != num_bp && !covered.test( bp->token ) ) {
799 continue;
800 }
801 // How much exposure does this item leave on this part? (1.0 == naked)
802 float part_exposure = 1.0 - it.get_coverage() / 100.0f;
803 // Coverage multiplies, so two layers with 50% coverage will together give 75%
804 bp_exposure[bp] = bp_exposure[bp] * part_exposure;
805 }
806 }
807 return bp_exposure;
808}
@ num_bp
Definition: bodypart.h:52
std::vector< bodypart_id > get_all_body_parts(bool only_main=false) const
Returns body parts this creature have.
Definition: creature.cpp:1627
bool test(const body_part &bp) const
Definition: bodypart.h:237

References all_body_parts, Creature::get_all_body_parts(), num_bp, body_part_set::test(), and worn.

Referenced by suffer_from_sunburn().

◆ bodytemp_color()

nc_color Character::bodytemp_color ( int  bp) const

Define color for displaying the body temperature.

Definition at line 10444 of file character.cpp.

10445{
10446 nc_color color = c_light_gray; // default
10447 if( bp == bp_eyes ) {
10448 color = c_light_gray; // Eyes don't count towards warmth
10449 } else if( temp_conv[bp] > BODYTEMP_SCORCHING ) {
10450 color = c_red;
10451 } else if( temp_conv[bp] > BODYTEMP_VERY_HOT ) {
10453 } else if( temp_conv[bp] > BODYTEMP_HOT ) {
10454 color = c_yellow;
10455 } else if( temp_conv[bp] > BODYTEMP_COLD ) {
10456 color = c_green;
10457 } else if( temp_conv[bp] > BODYTEMP_VERY_COLD ) {
10459 } else if( temp_conv[bp] > BODYTEMP_FREEZING ) {
10460 color = c_cyan;
10461 } else if( temp_conv[bp] <= BODYTEMP_FREEZING ) {
10462 color = c_blue;
10463 }
10464 return color;
10465}
#define c_light_blue
Definition: color.h:29
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static nc_color color(const T_t &t)
static constexpr int BODYTEMP_SCORCHING
Definition: weather.h:42
static constexpr int BODYTEMP_VERY_HOT
Level 3 hotness.
Definition: weather.h:40
static constexpr int BODYTEMP_VERY_COLD
Frostbite timer will not improve while below this point.
Definition: weather.h:32
static constexpr int BODYTEMP_FREEZING
This value means frostbite occurs at the warmest temperature of 1C. If changed, the temp_conv calcula...
Definition: weather.h:30

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, c_blue, c_cyan, c_green, c_light_blue, c_light_gray, c_light_red, c_red, c_yellow, color(), and temp_conv.

Referenced by character_display::print_encumbrance().

◆ bodytemp_modifier_traits()

int Character::bodytemp_modifier_traits ( bool  overheated) const

Correction factor of the body temperature due to traits and mutations.

Definition at line 9546 of file character.cpp.

9547{
9548 int mod = 0;
9549 for( const trait_id &iter : get_mutations() ) {
9550 mod += overheated ? iter->bodytemp_min : iter->bodytemp_max;
9551 }
9552 return mod;
9553}
std::vector< trait_id > get_mutations(bool include_hidden=true) const
Get the idents of all traits/mutations.

References get_mutations().

Referenced by update_bodytemp().

◆ bodytemp_modifier_traits_floor()

int Character::bodytemp_modifier_traits_floor ( ) const

Correction factor of the body temperature due to traits and mutations for player lying on the floor.

Definition at line 9555 of file character.cpp.

9556{
9557 int mod = 0;
9558 for( const trait_id &iter : get_mutations() ) {
9559 mod += iter->bodytemp_sleep;
9560 }
9561 return mod;
9562}

References get_mutations().

Referenced by floor_warmth().

◆ bodyweight()

units::mass Character::bodyweight ( ) const

Definition at line 6864 of file character.cpp.

6865{
6866 return units::from_kilogram( bmi() * std::pow( height() / 100.0f, 2 ) );
6867}
int height() const
Definition: character.cpp:6945
float bmi() const
Definition: character.cpp:6859
constexpr quantity< value_type, mass_in_milligram_tag > from_kilogram(const value_type v)
Definition: units_mass.h:47

References bmi(), units::from_kilogram(), and height().

Referenced by get_weight(), and get_weight_string().

◆ bonus_damage()

float Character::bonus_damage ( bool  random) const

Returns the bonus bashing damage the player deals based on their stats.

Strength increases bashing damage

Definition at line 860 of file melee.cpp.

861{
862 /** @EFFECT_STR increases bashing damage */
863 if( random ) {
864 return rng_float( get_str() / 2.0f, get_str() );
865 }
866
867 return get_str() * 0.75f;
868}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4064
type random()
Returns a random direction.
Definition: overmap.cpp:4217
double rng_float(double lo, double hi)
Definition: rng.cpp:28

References get_str(), om_direction::random(), and rng_float().

Referenced by draw_stats_info(), roll_bash_damage(), and set_stats().

◆ bonus_from_enchantments()

double Character::bonus_from_enchantments ( double  base,
enchant_vals::mod  value,
bool  round = false 
) const

Calculate bonus from enchantments for given base value.

Definition at line 8038 of file character.cpp.

8040{
8041 return enchantment_cache->calc_bonus( value, base, round );
8042}
pimpl< enchantment > enchantment_cache
Definition: character.h:2203

References enchantment_cache.

Referenced by armor_enchantment_adjust(), attack_cost(), known_magic::mana_regen_rate(), known_magic::max_mana(), metabolic_rate_base(), and run_cost().

◆ bp_to_hp()

hp_part Character::bp_to_hp ( body_part  bp)
static

Converts a body_part to an hp_part.

Definition at line 6563 of file character.cpp.

6564{
6565 switch( bp ) {
6566 case bp_head:
6567 case bp_eyes:
6568 case bp_mouth:
6569 return hp_head;
6570 case bp_torso:
6571 return hp_torso;
6572 case bp_arm_l:
6573 case bp_hand_l:
6574 return hp_arm_l;
6575 case bp_arm_r:
6576 case bp_hand_r:
6577 return hp_arm_r;
6578 case bp_leg_l:
6579 case bp_foot_l:
6580 return hp_leg_l;
6581 case bp_leg_r:
6582 case bp_foot_r:
6583 return hp_leg_r;
6584 default:
6585 return num_hp_parts;
6586 }
6587}

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_hp_parts.

Referenced by iexamine::autodoc(), explosion_handler::shrapnel(), and heal_actor::use_healing_item().

◆ build_mut_dependency_map()

void Character::build_mut_dependency_map ( const trait_id mut,
std::unordered_map< trait_id, int > &  dependency_map,
int  distance 
)

Recursively traverses the mutation's prerequisites and replacements, building up a map.

Definition at line 7901 of file character.cpp.

7903{
7904 // Skip base traits and traits we've seen with a lower distance
7905 const auto lowest_distance = dependency_map.find( mut );
7906 if( !has_base_trait( mut ) && ( lowest_distance == dependency_map.end() ||
7907 distance < lowest_distance->second ) ) {
7908 dependency_map[mut] = distance;
7909 // Recurse over all prerequisite and replacement mutations
7910 const mutation_branch &mdata = mut.obj();
7911 for( const trait_id &i : mdata.prereqs ) {
7912 build_mut_dependency_map( i, dependency_map, distance + 1 );
7913 }
7914 for( const trait_id &i : mdata.prereqs2 ) {
7915 build_mut_dependency_map( i, dependency_map, distance + 1 );
7916 }
7917 for( const trait_id &i : mdata.replacements ) {
7918 build_mut_dependency_map( i, dependency_map, distance + 1 );
7919 }
7920 }
7921}
void build_mut_dependency_map(const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
Recursively traverses the mutation's prerequisites and replacements, building up a map.
Definition: character.cpp:7901
bool has_base_trait(const trait_id &b) const
Returns true if the player has the entered starting trait.
Definition: mutation.cpp:121
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
std::vector< trait_id > replacements
Definition: mutation.h:263
std::vector< trait_id > prereqs
Definition: mutation.h:258
std::vector< trait_id > prereqs2
Definition: mutation.h:259

References build_mut_dependency_map(), has_base_trait(), string_id< T >::obj(), mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::replacements, and second.

Referenced by build_mut_dependency_map(), and set_highest_cat_level().

◆ burn_fuel()

bool Character::burn_fuel ( int  b,
bool  start = false 
)

Convert fuel to bionic power.

Definition at line 1154 of file bionics.cpp.

1155{
1156 bionic &bio = ( *my_bionics )[b];
1157 if( ( bio.info().fuel_opts.empty() && !bio.info().is_remote_fueled ) ||
1159 return true;
1160 }
1161 const bool is_metabolism_powered = bio.is_this_fuel_powered( fuel_type_metabolism );
1162 const bool is_cable_powered = bio.info().is_remote_fueled;
1163 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1164 float effective_efficiency = get_effective_efficiency( b, bio.info().fuel_efficiency );
1165
1166 if( is_cable_powered ) {
1167 const itype_id remote_fuel = find_remote_fuel();
1168 if( !remote_fuel.is_empty() ) {
1169 fuel_available.emplace_back( remote_fuel );
1170 if( remote_fuel == fuel_type_sun_light ) {
1171 const item *pack = item_worn_with_flag( "SOLARPACK_ON" );
1172 effective_efficiency = pack != nullptr ? pack->type->solar_efficiency : 0;
1173 }
1174 // TODO: check for available fuel in remote source
1175 } else if( !start ) {
1177 _( "Your %s runs out of fuel and turn off." ),
1178 _( "<npcname>'s %s runs out of fuel and turn off." ),
1179 bio.info().name );
1180 bio.powered = false;
1181 deactivate_bionic( b, true );
1182 return false;
1183 }
1184 }
1185
1186 if( start && fuel_available.empty() ) {
1187 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to start." ),
1188 _( "<npcname>'s %s does not have enough fuel to start." ),
1189 bio.info().name );
1191 return false;
1192 }
1193 // don't produce power on start to avoid instant recharge exploit by turning bionic ON/OFF
1194 //in the menu
1195 if( !start ) {
1196 for( const itype_id &fuel : fuel_available ) {
1197 const item &tmp_fuel = item( fuel );
1198 const int fuel_energy = tmp_fuel.fuel_energy();
1199 const bool is_perpetual_fuel = tmp_fuel.has_flag( flag_PERPETUAL );
1200
1201 int current_fuel_stock;
1202 if( is_metabolism_powered ) {
1203 current_fuel_stock = std::max( 0.0f, get_stored_kcal() - 0.8f *
1204 max_stored_kcal() );
1205 } else if( is_perpetual_fuel ) {
1206 current_fuel_stock = 1;
1207 } else if( is_cable_powered ) {
1208 current_fuel_stock = std::stoi( get_value( "rem_" + fuel.str() ) );
1209 } else {
1210 current_fuel_stock = std::stoi( get_value( fuel.str() ) );
1211 }
1212
1213 if( !bio.has_flag( flag_SAFE_FUEL_OFF ) &&
1214 get_power_level() + units::from_kilojoule( fuel_energy ) * effective_efficiency
1215 > get_max_power_level() ) {
1216 if( !bio.is_auto_start_keep_full() ) {
1217 if( is_metabolism_powered ) {
1218 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste calories." ),
1219 _( "<npcname>'s %s turns off to not waste calories." ),
1220 bio.info().name );
1221 } else if( is_perpetual_fuel ) {
1222 add_msg_player_or_npc( m_info, _( "Your %s turns off after filling your power banks." ),
1223 _( "<npcname>'s %s turns off after filling their power banks." ),
1224 bio.info().name );
1225 } else {
1226 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste fuel." ),
1227 _( "<npcname>'s %s turns off to not waste fuel." ),
1228 bio.info().name );
1229 }
1230 }
1231 bio.powered = false;
1232 deactivate_bionic( b, true );
1233 return false;
1234 } else {
1235 if( current_fuel_stock > 0 ) {
1236 map &here = get_map();
1237 if( is_metabolism_powered ) {
1238 const int kcal_consumed = fuel_energy;
1239 // 1kcal = 4187 J
1240 const units::energy power_gain = kcal_consumed * 4184_J * effective_efficiency;
1241 mod_stored_kcal( -kcal_consumed );
1242 mod_power_level( power_gain );
1243 } else if( is_perpetual_fuel ) {
1244 if( fuel == fuel_type_sun_light && g->is_in_sunlight( pos() ) ) {
1245 const weather_type_id &wtype = current_weather( pos() );
1246 const float tick_sunlight = incident_sunlight( wtype, calendar::turn );
1247 const double intensity = tick_sunlight / default_daylight_level();
1248 mod_power_level( units::from_kilojoule( fuel_energy ) * intensity * effective_efficiency );
1249 } else if( fuel == fuel_type_wind ) {
1250 int vehwindspeed = 0;
1251 const optional_vpart_position vp = here.veh_at( pos() );
1252 if( vp ) {
1253 // vehicle velocity in mph
1254 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1255 }
1256 const weather_manager &wm = get_weather();
1257 const double windpower = get_local_windpower( wm.windspeed + vehwindspeed,
1259 g->is_sheltered( pos() ) );
1260 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_efficiency );
1261 }
1262 } else if( is_cable_powered ) {
1263 int to_consume = 1;
1265 to_consume = 0;
1266 }
1267 const int unconsumed = consume_remote_fuel( to_consume );
1268 if( unconsumed == 0 && to_consume == 1 ) {
1269 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1270 current_fuel_stock -= 1;
1271 } else if( to_consume == 1 ) {
1272 current_fuel_stock = 0;
1273 }
1274 set_value( "rem_" + fuel.str(), std::to_string( current_fuel_stock ) );
1275 } else {
1276 current_fuel_stock -= 1;
1277 set_value( fuel.str(), std::to_string( current_fuel_stock ) );
1278 update_fuel_storage( fuel );
1279 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1280 }
1281
1282 heat_emission( b, fuel_energy );
1283 if( bio.info().power_gen_emission ) {
1284 here.emit_field( pos(), bio.info().power_gen_emission );
1285 }
1286 } else {
1287
1288 if( is_metabolism_powered ) {
1290 _( "Stored calories are below the safe threshold, your %s shuts down to preserve your health." ),
1291 _( "Stored calories are below the safe threshold, <npcname>'s %s shuts down to preserve their health." ),
1292 bio.info().name );
1293 } else {
1294 remove_value( fuel.str() );
1296 _( "Your %s runs out of fuel and turn off." ),
1297 _( "<npcname>'s %s runs out of fuel and turn off." ),
1298 bio.info().name );
1299 }
1300
1301 bio.powered = false;
1302 deactivate_bionic( b, true );
1303 return false;
1304 }
1305 }
1306 }
1307 }
1308 return true;
1309}
static const std::string flag_SAFE_FUEL_OFF("SAFE_FUEL_OFF")
static const std::string flag_PERPETUAL("PERPETUAL")
static const itype_id fuel_type_wind("wind")
static const itype_id fuel_type_metabolism("metabolism")
static const itype_id fuel_type_muscle("muscle")
static const itype_id fuel_type_sun_light("sunlight")
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
std::vector< itype_id > get_fuel_available(const bionic_id &bio) const
Return list of available fuel for this bionic.
Definition: character.cpp:2076
float get_effective_efficiency(int b, float fuel_efficiency)
Applies modifier to fuel_efficiency and returns the resulting efficiency.
Definition: bionics.cpp:1474
const item * item_worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns the first worn item with a given flag.
Definition: character.cpp:3278
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4299
void heat_emission(int b, int fuel_energy)
Handle heat from exothermic power generation.
Definition: bionics.cpp:1453
int get_stored_kcal() const
Getter for need values exclusive to characters.
Definition: character.cpp:4294
int consume_remote_fuel(int amount)
Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally succes...
Definition: bionics.cpp:1410
void update_fuel_storage(const itype_id &fuel)
Updates which bionic contain fuel and which is empty.
Definition: character.cpp:2122
itype_id find_remote_fuel(bool look_only=false)
Find fuel used by remote powered bionic.
Definition: bionics.cpp:1356
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1331
float fuel_energy() const
Returns energy of one charge of this item as fuel for an engine.
Definition: item.cpp:6696
const itype * type
Definition: item.h:2157
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
int winddirection
Definition: weather.h:194
const weather_type_id & current_weather(const tripoint &location, const time_point &t)
Definition: weather.cpp:143
int incident_sunlight(const weather_type_id &wtype, const time_point &t)
Amount of sunlight incident at the ground, taking weather and time of day into account.
Definition: weather.cpp:107
emit_id power_gen_emission
Type of field emitted by this bionic when it produces energy.
Definition: bionics.h:75
std::vector< itype_id > fuel_opts
Fuel types that can be used by this bionic.
Definition: bionics.h:63
float fuel_efficiency
Fraction of fuel energy converted to bionic power.
Definition: bionics.h:67
bool has_flag(const std::string &flag) const
Definition: bionics.cpp:2672
bool is_this_fuel_powered(const itype_id &this_fuel) const
Definition: bionics.cpp:2687
float solar_efficiency
Efficiency of solar energy conversion for solarpacks.
Definition: itype.h:1042

References _, Creature::add_msg_player_or_npc(), b, consume_remote_fuel(), current_weather(), deactivate_bionic(), default_daylight_level(), map::emit_field(), find_remote_fuel(), flag_PERPETUAL(), flag_SAFE_FUEL_OFF(), units::from_kilojoule(), bionic_data::fuel_efficiency, item::fuel_energy(), bionic_data::fuel_opts, fuel_type_metabolism, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_max_power_level(), get_power_level(), get_stored_kcal(), Creature::get_value(), get_weather(), global_omt_location(), bionic::has_flag(), item::has_flag(), heat_emission(), bionic::id, incident_sunlight(), bionic::info(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, bionic::is_this_fuel_powered(), item_worn_with_flag(), m_bad, m_info, max_stored_kcal(), mod_power_level(), mod_stored_kcal(), bionic_data::name, overmap_buffer, pos(), bionic_data::power_gen_emission, bionic::powered, Creature::remove_value(), Creature::set_value(), itype::solar_efficiency, overmapbuffer::ter(), to_string(), calendar::turn, item::type, update_fuel_storage(), map::veh_at(), weather_manager::winddirection, and weather_manager::windspeed.

Referenced by activate_bionic(), and process_bionic().

◆ burn_move_stamina()

void Character::burn_move_stamina ( int  moves)

Definition at line 7223 of file character.cpp.

7224{
7225 int overburden_percentage = 0;
7226 units::mass current_weight = weight_carried();
7227 // Make it at least 1 gram to avoid divide-by-zero warning
7228 units::mass max_weight = std::max( weight_capacity(), 1_gram );
7229 if( current_weight > max_weight ) {
7230 overburden_percentage = ( current_weight - max_weight ) * 100 / max_weight;
7231 }
7232
7233 int burn_ratio = get_option<int>( "PLAYER_BASE_STAMINA_BURN_RATE" );
7234 for( const bionic_id &bid : get_bionic_fueled_with( item( "muscle" ) ) ) {
7235 if( has_active_bionic( bid ) ) {
7236 burn_ratio = burn_ratio * 2 - 3;
7237 }
7238 }
7239 burn_ratio += overburden_percentage;
7240 if( move_mode == CMM_RUN ) {
7241 burn_ratio = burn_ratio * 7;
7242 }
7243 mod_stamina( -( ( moves * burn_ratio ) / 100.0 ) * stamina_move_cost_modifier() );
7244 add_msg( m_debug, "Stamina burn: %d", -( ( moves * burn_ratio ) / 100 ) );
7245 // Chance to suffer pain if overburden and stamina runs out or has trait BADBACK
7246 // Starts at 1 in 25, goes down by 5 for every 50% more carried
7247 if( ( current_weight > max_weight ) && ( has_trait( trait_BADBACK ) || get_stamina() == 0 ) &&
7248 one_in( 35 - 5 * current_weight / ( max_weight / 2 ) ) ) {
7249 add_msg_if_player( m_bad, _( "Your body strains under the weight!" ) );
7250 // 1 more pain for every 800 grams more (5 per extra STR needed)
7251 if( ( ( current_weight - max_weight ) / 800_gram > get_pain() && get_pain() < 100 ) ) {
7252 mod_pain( 1 );
7253 }
7254 }
7255}
static const trait_id trait_BADBACK("BADBACK")
@ CMM_RUN
Definition: character.h:103
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1928
units::mass weight_carried() const
Definition: character.cpp:2719
void mod_stamina(int mod)
Definition: character.cpp:7213
float stamina_move_cost_modifier() const
Definition: character.cpp:7257
virtual int get_pain() const
Definition: creature.cpp:1366

References _, add_msg(), Creature::add_msg_if_player(), CMM_RUN, get_bionic_fueled_with(), Creature::get_pain(), get_stamina(), has_active_bionic(), has_trait(), m_bad, m_debug, Creature::mod_pain(), mod_stamina(), move_mode, Creature::moves, one_in(), stamina_move_cost_modifier(), trait_BADBACK, weight_capacity(), and weight_carried().

Referenced by avatar_action::swim(), and game::walk_move().

◆ calc_all_parts_hp()

void Character::calc_all_parts_hp ( float  hp_mod = 0.0,
float  hp_adjust = 0.0,
int  str_max = 0 
)

Sets hp for all body parts.

Definition at line 1673 of file character.cpp.

1674{
1675 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1676 bodypart &bp = *get_part( part.first );
1677 int new_max = ( part.first->base_hp + str_max * 3 + hp_adjustment ) * hp_mod;
1678
1679 if( has_trait( trait_id( "GLASSJAW" ) ) && part.first == bodypart_str_id( "head" ) ) {
1680 new_max *= 0.8;
1681 }
1682
1683 float max_hp_ratio = static_cast<float>( new_max ) /
1684 static_cast<float>( bp.get_hp_max() );
1685
1686 int new_cur = std::ceil( static_cast<float>( bp.get_hp_cur() ) * max_hp_ratio );
1687
1688 bp.set_hp_max( std::max( new_max, 1 ) );
1689 bp.set_hp_cur( std::max( std::min( new_cur, new_max ), 0 ) );
1690 }
1691}
string_id< body_part_type > bodypart_str_id
Definition: bodypart.h:22
const std::map< bodypart_str_id, bodypart > & get_body() const
Definition: creature.cpp:1527
bodypart * get_part(const bodypart_id &id)
Definition: creature.cpp:1540
int get_hp_max() const
Definition: bodypart.cpp:400
int get_hp_cur() const
Definition: bodypart.cpp:395
void set_hp_max(int set)
Definition: bodypart.cpp:425
void set_hp_cur(int set)
Definition: bodypart.cpp:420

References Creature::get_body(), bodypart::get_hp_cur(), bodypart::get_hp_max(), Creature::get_part(), has_trait(), bodypart::set_hp_cur(), bodypart::set_hp_max(), str_max, and trait_id.

Referenced by recalc_hp().

◆ calc_encumbrance() [1/2]

char_encumbrance_data Character::calc_encumbrance ( ) const
protected

Recalculate encumbrance for all body parts.

Definition at line 3648 of file character.cpp.

3649{
3650 return calc_encumbrance( item() );
3651}
char_encumbrance_data calc_encumbrance() const
Recalculate encumbrance for all body parts.
Definition: character.cpp:3648

References calc_encumbrance().

Referenced by calc_encumbrance(), get_encumbrance(), on_item_takeoff(), on_item_wear(), and reset_encumbrance().

◆ calc_encumbrance() [2/2]

char_encumbrance_data Character::calc_encumbrance ( const item new_item) const
protected

Recalculate encumbrance for all body parts as if new_item was also worn.

Definition at line 3653 of file character.cpp.

3654{
3655
3657
3658 item_encumb( enc, new_item );
3659 mut_cbm_encumb( enc );
3660
3661 return enc;
3662}
void item_encumb(char_encumbrance_data &vals, const item &new_item) const
Applies encumbrance from items only If new_item is not null, then calculate under the asumption that ...
Definition: character.cpp:3958
void mut_cbm_encumb(char_encumbrance_data &vals) const
Applies encumbrance from mutations and bionics only.
Definition: character.cpp:4021

References item_encumb(), and mut_cbm_encumb().

◆ calc_needs_rates()

needs_rates Character::calc_needs_rates ( ) const

Definition at line 4893 of file character.cpp.

4894{
4895 const effect &sleep = get_effect( effect_sleep );
4896 const bool has_recycler = has_bionic( bio_recycler );
4897 const bool asleep = !sleep.is_null();
4898
4899 needs_rates rates;
4900 rates.hunger = metabolic_rate();
4901
4902 add_msg_if_player( m_debug, "Metabolic rate: %.2f", rates.hunger );
4903
4904 static const std::string player_thirst_rate( "PLAYER_THIRST_RATE" );
4905 rates.thirst = get_option< float >( player_thirst_rate );
4906 static const std::string thirst_modifier( "thirst_modifier" );
4907 rates.thirst *= 1.0f + mutation_value( thirst_modifier );
4908 static const std::string slows_thirst( "SLOWS_THIRST" );
4909 if( worn_with_flag( slows_thirst ) ) {
4910 rates.thirst *= 0.7f;
4911 }
4912
4913 static const std::string player_fatigue_rate( "PLAYER_FATIGUE_RATE" );
4914 rates.fatigue = get_option< float >( player_fatigue_rate );
4915 static const std::string fatigue_modifier( "fatigue_modifier" );
4916 rates.fatigue *= 1.0f + mutation_value( fatigue_modifier );
4917
4918 // Note: intentionally not in metabolic rate
4919 if( has_recycler ) {
4920 // Recycler won't help much with mutant metabolism - it is intended for human one
4921 rates.hunger = std::min( rates.hunger, std::max( 0.5f, rates.hunger - 0.5f ) );
4922 rates.thirst = std::min( rates.thirst, std::max( 0.5f, rates.thirst - 0.5f ) );
4923 }
4924
4925 if( asleep ) {
4926 static const std::string fatigue_regen_modifier( "fatigue_regen_modifier" );
4927 // Multiplied by 2 to account for legacy (bugged to always apply)
4928 // bonus for sleeping over 2 hours
4929 rates.recovery = 2.0f * ( 1.0f + mutation_value( fatigue_regen_modifier ) );
4930 if( is_hibernating() ) {
4931 // Hunger and thirst advance *much* more slowly whilst we hibernate.
4932 rates.hunger *= ( 1.0f / 7.0f );
4933 rates.thirst *= ( 1.0f / 7.0f );
4934 }
4935 rates.recovery -= static_cast<float>( get_perceived_pain() ) / 60;
4936
4937 } else {
4938 rates.recovery = 0;
4939 }
4940
4942 // Much of the body's needs are taken care of by the trees.
4943 // Hair Roots don't provide any bodily needs.
4945 rates.hunger *= 0.5f;
4946 rates.thirst *= 0.5f;
4947 rates.fatigue *= 0.5f;
4948 }
4949 }
4950
4952 // Transpiration, the act of moving nutrients with evaporating water, can take a very heavy toll on your thirst when it's really hot.
4953 rates.thirst *= ( ( get_weather().get_temperature( pos() ) - 32.5f ) / 40.0f );
4954 }
4955
4956 if( is_npc() ) {
4957 rates.hunger *= 0.25f;
4958 rates.thirst *= 0.25f;
4959 }
4960
4961 return rates;
4962}
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_ROOTS2("ROOTS2")
static const bionic_id bio_recycler("bio_recycler")
static const efftype_id effect_sleep("sleep")
static const trait_id trait_TRANSPIRATION("TRANSPIRATION")
static const trait_id trait_ROOTS3("ROOTS3")
float metabolic_rate() const
Current metabolic rate due to traits, hunger, speed, etc.
bool is_hibernating() const
Returns if the player has hibernation mutation and is asleep and well fed.
Definition: character.cpp:5143
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9227
virtual int get_perceived_pain() const
Definition: creature.cpp:1371
int get_temperature(const tripoint &location) const
Definition: weather.cpp:1107
static void sleep()
float hunger
Definition: player.h:85
float recovery
Definition: player.h:87
float fatigue
Definition: player.h:86
float thirst
Definition: player.h:84

References ACT_TREE_COMMUNION, Creature::add_msg_if_player(), bio_recycler, effect_sleep, needs_rates::fatigue, Creature::get_effect(), Creature::get_perceived_pain(), weather_manager::get_temperature(), get_weather(), has_activity(), has_bionic(), has_trait(), needs_rates::hunger, is_hibernating(), Creature::is_npc(), m_debug, metabolic_rate(), mutation_value(), pos(), needs_rates::recovery, sleep(), needs_rates::thirst, trait_ROOTS2, trait_ROOTS3, trait_TRANSPIRATION, and worn_with_flag().

Referenced by update_needs(), and update_stomach().

◆ can_consume()

bool Character::can_consume ( const item it) const

Check character's capability of consumption overall.

Definition at line 1492 of file consumption.cpp.

1493{
1494 if( can_consume_as_is( it ) ) {
1495 return true;
1496 }
1497 // Checking NO_RELOAD to prevent consumption of `battery` when contained in `battery_car` (#20012)
1498 return !it.is_container_empty() && !it.has_flag( flag_NO_RELOAD ) &&
1500}
bool can_consume_as_is(const item &it) const
Check whether character can consume this very item.
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool is_container_empty() const
Whether this item has no contents at all.
Definition: item.cpp:6717
static const std::string flag_NO_RELOAD("NO_RELOAD")

References can_consume_as_is(), item::contents, flag_NO_RELOAD(), item_contents::front(), item::has_flag(), and item::is_container_empty().

Referenced by find_auto_consume(), and examine_item_menu::rate_action_eat().

◆ can_consume_as_is()

bool Character::can_consume_as_is ( const item it) const

Check whether character can consume this very item.

Definition at line 1482 of file consumption.cpp.

1483{
1484 return it.is_comestible() || can_consume_for_bionic( it );
1485}
bool can_consume_for_bionic(const item &it) const
bool is_comestible() const
Definition: item.cpp:6467

References can_consume_for_bionic(), and item::is_comestible().

Referenced by can_consume(), player::consume(), avatar_action::eat(), and get_consumable_from().

◆ can_consume_for_bionic()

bool Character::can_consume_for_bionic ( const item it) const

Definition at line 1487 of file consumption.cpp.

1488{
1490}
rechargeable_cbm get_cbm_rechargeable_with(const item &it) const

References get_cbm_rechargeable_with(), and none.

Referenced by can_consume_as_is().

◆ can_eat()

ret_val< edible_rating > Character::can_eat ( const item food) const

Can the food be [theoretically] eaten no matter the consequen ces?

Definition at line 635 of file consumption.cpp.

636{
637
638 const auto &comest = food.get_comestible();
639 if( !comest ) {
640 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible." ) );
641 }
642
643 if( food.has_flag( flag_INEDIBLE ) ) {
644 if( ( food.has_flag( flag_CATTLE ) && !has_trait( trait_THRESH_CATTLE ) ) ||
647 ( food.has_flag( flag_BIRD ) && !has_trait( trait_THRESH_BIRD ) ) ) {
648 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible to you." ) );
649 }
650 }
651
652 if( food.is_craft() ) {
653 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
654 }
655
656 if( food.has_own_flag( "DIRTY" ) ) {
658 _( "This is full of dirt after being on the ground." ) );
659 }
660
661 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
662 const bool edible = eat_verb || comest->comesttype == comesttype_FOOD;
663 const bool drinkable = !eat_verb && comest->comesttype == comesttype_DRINK;
664
665 // TODO: This condition occurs way too often. Unify it.
666 // update Sep. 26 2018: this apparently still occurs way too often. yay!
668 return ret_val<edible_rating>::make_failure( _( "You can't do that while underwater." ) );
669 }
670
671 if( edible || drinkable ) {
672 for( const auto &elem : food.type->materials ) {
673 if( !elem->edible() ) {
674 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
675 }
676 }
677 }
678
679 if( !comest->tool.is_null() ) {
680 const bool has = item::count_by_charges( comest->tool )
681 ? has_charges( comest->tool, 1 )
682 : has_amount( comest->tool, 1 );
683 if( !has ) {
685 string_format( _( "You need a %s to consume that!" ),
686 item::nname( comest->tool ) ) );
687 }
688 }
689
690 // For all those folks who loved eating marloss berries. D:< mwuhahaha
692 !food.has_flag( flag_NO_INGEST ) ) {
694 _( "We can't eat that. It's not right for us." ) );
695 }
696 // Here's why PROBOSCIS is such a negative trait.
697 if( has_trait( trait_PROBOSCIS ) && !( drinkable || food.is_medication() ) ) {
699 _( "Ugh, you can't drink that!" ) );
700 }
701 if( has_trait( trait_CARNIVORE ) && ( compute_effective_nutrients( food ).kcal ) > 0 &&
704 _( "Eww. Inedible plant stuff!" ) );
705 }
706
709 // Like non-cannibal, but more strict!
711 _( "The thought of eating that makes you feel sick." ) );
712 }
713
714 for( const trait_id &mut : get_mutations() ) {
715 if( !food.made_of_any( mut.obj().can_only_eat ) && !mut.obj().can_only_eat.empty() &&
716 !food.has_flag( flag_NO_INGEST ) ) {
718 _( "You can't eat this." ) );
719 }
720 }
721
723}
nutrients compute_effective_nutrients(const item &) const
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9603
virtual bool is_underwater() const
Definition: creature.cpp:174
bool count_by_charges() const
Definition: item.cpp:5885
const cata::value_ptr< islot_comestible > & get_comestible() const
Definition: item.cpp:9991
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9789
bool is_craft() const
Definition: item.cpp:6798
bool made_of_any(const std::set< material_id > &mat_idents) const
Check we are made of at least one of a set (e.g.
Definition: item.cpp:6315
bool is_medication() const
Definition: item.cpp:6478
bool has_any_flag(const Container &flags) const
Definition: item.h:1403
bool has_own_flag(const std::string &flag) const
Checks whether item itself has given flag (doesn't check item type or gunmods).
Definition: item.cpp:5217
static ret_val make_success(T val=default_success::value)
Definition: ret_val.h:42
static ret_val make_failure(T val=default_failure::value)
Definition: ret_val.h:46
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
static const trait_id trait_RUMINANT("RUMINANT")
const std::vector< std::string > carnivore_blacklist
static const std::string flag_INEDIBLE("INEDIBLE")
static const trait_id trait_HERBIVORE("HERBIVORE")
static const trait_id trait_CARNIVORE("CARNIVORE")
static const std::string comesttype_DRINK("DRINK")
static const trait_id trait_THRESH_BIRD("THRESH_BIRD")
const std::vector< std::string > herbivore_blacklist(temparray.begin(), temparray.end())
static const std::string flag_BIRD("BIRD")
static const trait_id trait_PROBOSCIS("PROBOSCIS")
static const std::string flag_USE_EAT_VERB("USE_EAT_VERB")
static const std::string flag_MYCUS_OK("MYCUS_OK")
static const std::string flag_CATTLE("CATTLE")
static const trait_id trait_THRESH_LUPINE("THRESH_LUPINE")
static const trait_id trait_THRESH_CATTLE("THRESH_CATTLE")
static const trait_id trait_THRESH_FELINE("THRESH_FELINE")
static const std::string comesttype_FOOD("FOOD")
static const std::string flag_CARNIVORE_OK("CARNIVORE_OK")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FELINE("FELINE")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
static const std::string flag_NO_INGEST("NO_INGEST")
static const std::string flag_LUPINE("LUPINE")
std::vector< material_id > materials
Definition: itype.h:924

References _, carnivore_blacklist, comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), item::count_by_charges(), edible, flag_BIRD(), flag_CARNIVORE_OK(), flag_CATTLE(), flag_FELINE(), flag_INEDIBLE(), flag_LUPINE(), flag_MYCUS_OK(), flag_NO_INGEST(), flag_USE_EAT_VERB(), item::get_comestible(), get_mutations(), visitable< Character >::has_amount(), item::has_any_flag(), has_charges(), item::has_flag(), item::has_own_flag(), has_trait(), herbivore_blacklist(), inedible_mutation, item::is_craft(), item::is_medication(), item::is_null(), Creature::is_underwater(), item::made_of_any(), ret_val< T >::make_failure(), ret_val< T >::make_success(), itype::materials, item::nname(), no_tool, string_format(), trait_CARNIVORE, trait_HERBIVORE, trait_M_DEPENDENT, trait_PROBOSCIS, trait_RUMINANT, trait_THRESH_BIRD, trait_THRESH_CATTLE, trait_THRESH_FELINE, trait_THRESH_LUPINE, trait_WATERSLEEP, and item::type.

Referenced by can_feed_furnace_with(), can_feed_reactor_with(), player::eat(), and will_eat().

◆ can_estimate_rot()

bool Character::can_estimate_rot ( ) const

True if the character has enough skill (in cooking or survival) to estimate time to rot.

Definition at line 1477 of file consumption.cpp.

1478{
1480}
static const skill_id skill_survival("survival")
static const skill_id skill_cooking("cooking")

References get_skill_level(), skill_cooking, and skill_survival.

Referenced by get_freshness_description().

◆ can_feed_furnace_with()

bool Character::can_feed_furnace_with ( const item it) const

Definition at line 1301 of file consumption.cpp.

1302{
1303 if( !it.flammable() || it.has_flag( flag_RADIOACTIVE ) || can_eat( it ).success() ) {
1304 return false;
1305 }
1306
1307 if( !has_active_bionic( bio_furnace ) ) {
1308 return false;
1309 }
1310
1311 // Not even one charge fits
1312 if( it.charges_per_volume( furnace_max_volume ) < 1 ) {
1313 return false;
1314 }
1315
1316 return !it.has_flag( flag_CORPSE );
1317}
ret_val< edible_rating > can_eat(const item &food) const
Can the food be [theoretically] eaten no matter the consequen ces?
bool flammable(int threshold=0) const
Whether the items is flammable.
Definition: item.cpp:8190
int charges_per_volume(const units::volume &vol) const
Number of (charges of) this item that fit into the given volume.
Definition: item.cpp:864
const units::volume furnace_max_volume(3_liter)
static const bionic_id bio_furnace("bio_furnace")
static const std::string flag_CORPSE("CORPSE")
static const std::string flag_RADIOACTIVE("RADIOACTIVE")

References bio_furnace, can_eat(), item::charges_per_volume(), flag_CORPSE(), flag_RADIOACTIVE(), item::flammable(), furnace_max_volume, has_active_bionic(), item::has_flag(), and behavior::success.

Referenced by feed_furnace_with(), and get_cbm_rechargeable_with().

◆ can_feed_reactor_with()

bool Character::can_feed_reactor_with ( const item it) const

Determine character's capability of recharging their CBMs.

Definition at line 1254 of file consumption.cpp.

1255{
1256 static const std::set<ammotype> acceptable = {{
1257 ammotype( "reactor_slurry" ),
1258 ammotype( "plutonium" )
1259 }
1260 };
1261
1262 if( !it.is_ammo() || can_eat( it ).success() ) {
1263 return false;
1264 }
1265
1267 return false;
1268 }
1269
1270 return std::any_of( acceptable.begin(), acceptable.end(), [ &it ]( const ammotype & elem ) {
1271 return it.ammo_type() == elem;
1272 } );
1273}
bool is_ammo() const
Definition: item.cpp:6462
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_advreactor("bio_advreactor")
string_id< ammunition_type > ammotype
Definition: type_id.h:12

References bio_advreactor, bio_reactor, can_eat(), has_active_bionic(), item::is_ammo(), and behavior::success.

Referenced by feed_reactor_with(), and get_cbm_rechargeable_with().

◆ can_fuel_bionic_with()

bool Character::can_fuel_bionic_with ( const item it) const

Returns true if the character can fuel a bionic with the item.

Definition at line 1912 of file character.cpp.

1913{
1914 if( !it.is_fuel() ) {
1915 return false;
1916 }
1917
1918 for( const bionic_id &bid : get_bionics() ) {
1919 for( const itype_id &fuel : bid->fuel_opts ) {
1920 if( fuel == it.typeId() ) {
1921 return true;
1922 }
1923 }
1924 }
1925 return false;
1926}
const itype_id & typeId() const
return the unique identifier of the items underlying type
Definition: item.cpp:8227
bool is_fuel() const
Definition: item.cpp:6640

References get_bionics(), item::is_fuel(), and item::typeId().

Referenced by fuel_bionic_with(), and get_cbm_rechargeable_with().

◆ can_hear()

bool Character::can_hear ( const tripoint source,
int  volume 
) const

Definition at line 10263 of file character.cpp.

10264{
10265 if( is_deaf() ) {
10266 return false;
10267 }
10268
10269 // source is in-ear and at our square, we can hear it
10270 if( source == pos() && volume == 0 ) {
10271 return true;
10272 }
10273 const int dist = rl_dist( source, pos() );
10274 const float volume_multiplier = hearing_ability();
10275 return ( volume - get_weather().weather_id->sound_attn ) * volume_multiplier >= dist;
10276}
float hearing_ability() const
bool is_deaf() const
Definition: character.cpp:4486
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16

References get_weather(), hearing_ability(), is_deaf(), pos(), and rl_dist().

Referenced by game::chat(), iuse::geiger(), iuse::play_music(), iuse::talking_doll(), and musical_instrument_actor::use().

◆ can_install_bionics()

bool Character::can_install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is the installation possible.

Definition at line 2149 of file bionics.cpp.

2151{
2152 if( !type.bionic ) {
2153 debugmsg( "Tried to install NULL bionic" );
2154 return false;
2155 }
2156 if( is_mounted() ) {
2157 return false;
2158 }
2159
2160 const bionic_id &bioid = type.bionic->id;
2161 const int difficult = type.bionic->difficulty;
2162 float adjusted_skill;
2163
2164 if( autodoc ) {
2165 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2168 skill_level );
2169 } else {
2170 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2173 skill_level );
2174 }
2175 int chance_of_success = bionic_manip_cos( adjusted_skill, difficult );
2176
2177 std::vector<std::string> conflicting_muts;
2178 for( const trait_id &mid : bioid->canceled_mutations ) {
2179 if( has_trait( mid ) ) {
2180 conflicting_muts.push_back( mid->name() );
2181 }
2182 }
2183
2184 if( !conflicting_muts.empty() &&
2185 !query_yn(
2186 _( "Installing this bionic will remove the conflicting traits: %s. Continue anyway?" ),
2187 enumerate_as_string( conflicting_muts ) ) ) {
2188 return false;
2189 }
2190
2191 const std::map<bodypart_id, int> &issues = bionic_installation_issues( bioid );
2192 // show all requirements which are not satisfied
2193 if( !issues.empty() ) {
2194 std::string detailed_info;
2195 for( auto &elem : issues ) {
2196 //~ <Body part name>: <number of slots> more slot(s) needed.
2197 detailed_info += string_format( _( "\n%s: %i more slot(s) needed." ),
2198 body_part_name_as_heading( elem.first->token, 1 ),
2199 elem.second );
2200 }
2201 popup( _( "Not enough space for bionic installation!%s" ), detailed_info );
2202 return false;
2203 }
2204
2205 if( chance_of_success >= 100 ) {
2206 if( !g->u.query_yn(
2207 _( "Are you sure you wish to install the selected bionic?" ),
2208 100 - chance_of_success ) ) {
2209 return false;
2210 }
2211 } else {
2212 if( autodoc ) {
2213 if( !g->u.query_yn(
2214 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! Continue anyway?" ),
2215 ( 100 - chance_of_success ) ) ) {
2216 return false;
2217 }
2218 } else {
2219 if( !g->u.query_yn(
2220 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! The following skills affect self-installation: First Aid, Electronics, and Mechanics.\n\nContinue anyway?" ),
2221 ( 100 - chance_of_success ) ) ) {
2222 return false;
2223 }
2224 }
2225 }
2226
2227 return true;
2228}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1886
static const skill_id skill_mechanics("mechanics")
static const skill_id skill_computer("computer")
static const skill_id skill_firstaid("firstaid")
static const skill_id skill_electronics("electronics")
std::string body_part_name_as_heading(body_part bp, int number)
Returns the name of the body parts in a context where the name is used as a heading or title e....
Definition: bodypart.cpp:341
std::map< bodypart_id, int > bionic_installation_issues(const bionic_id &bioid) const
Definition: bionics.cpp:2498
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1843
void autodoc(player &p, const tripoint &examp)
Definition: iexamine.cpp:4781
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:680
std::vector< trait_id > canceled_mutations
Mutations/trait that are removed upon installing this CBM.
Definition: bionics.h:104
std::string name() const

References _, iexamine::autodoc(), bionic_installation_issues(), bionic_manip_cos(), bionics_adjusted_skill(), body_part_name_as_heading(), bionic_data::canceled_mutations, debugmsg, enumerate_as_string(), g, has_trait(), is_mounted(), mutation_branch::name(), popup(), query_yn(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_format(), and type.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ can_install_cbm_on_bp()

bool Character::can_install_cbm_on_bp ( const std::vector< bodypart_id > &  bps) const

Definition at line 456 of file mutation.cpp.

457{
458 bool can_install = true;
459 for( const trait_id &mut : get_mutations() ) {
460 for( const bodypart_id &bp : bps ) {
461 if( mut.obj().no_cbm_on_bp.count( bp.id() ) ) {
462 can_install = false;
463 break;
464 }
465 }
466 }
467 return can_install;
468}

References get_mutations().

Referenced by bionic_install_preset::get_denial().

◆ can_learn_by_disassembly()

bool Character::can_learn_by_disassembly ( const recipe rec) const

Definition at line 10591 of file character.cpp.

10592{
10593 return !rec.learn_by_disassembly.empty() &&
10595}
bool meets_skill_requirements(const std::map< skill_id, int > &req, const item &context=item()) const
Checks whether the character's skills meet the required.
Definition: character.cpp:3442
std::map< skill_id, int > learn_by_disassembly
Definition: recipe.h:111

References recipe::learn_by_disassembly, and meets_skill_requirements().

Referenced by crafting::complete_disassemble().

◆ can_miss_recovery()

bool Character::can_miss_recovery ( const item weap) const

Returns true if the player is able to use a miss recovery technique.

Definition at line 948 of file martialarts.cpp.

949{
950 if( !martial_arts_data->has_miss_recovery_tec( weap ) ) {
951 return false;
952 }
953
954 ma_technique tec = martial_arts_data->get_miss_recovery_tec( weap );
955
956 return tec.is_valid_character( *this );
957}
bool is_valid_character(const Character &u) const

References ma_technique::is_valid_character(), and martial_arts_data.

Referenced by melee_attack().

◆ can_mount()

bool Character::can_mount ( const monster critter) const

Definition at line 565 of file monexamine.cpp.

566{
567 const auto &avoid = get_path_avoid();
568 auto route = get_map().route( pos(), critter.pos(), get_pathfinding_settings(), avoid );
569
570 if( route.empty() ) {
571 return false;
572 }
573 return ( critter.has_flag( MF_PET_MOUNTABLE ) && critter.friendly == -1 &&
574 !critter.has_effect( effect_ai_waiting ) && !critter.has_effect( effect_ridden ) ) &&
575 ( ( critter.has_effect( effect_saddled ) && get_skill_level( skill_survival ) >= 1 ) ||
576 get_skill_level( skill_survival ) >= 4 ) && ( critter.get_size() >= ( get_size() + 1 ) &&
577 get_weight() <= critter.get_weight() * critter.get_mountable_weight_ratio() );
578}
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3664
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9951
m_size get_size() const override
Get size class of character.
Definition: character.cpp:541
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9965
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
bool has_flag(m_flag f) const override
Definition: monster.cpp:889
m_size get_size() const override
Definition: monster.cpp:2692
const tripoint & pos() const override
Definition: monster.cpp:256
units::mass get_weight() const override
Definition: monster.cpp:2697
float get_mountable_weight_ratio() const
Definition: monster.cpp:2928
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_ridden("ridden")
static const efftype_id effect_saddled("monster_saddled")
static const skill_id skill_survival("survival")
@ MF_PET_MOUNTABLE
Definition: mtype.h:164

References effect_ai_waiting, effect_ridden, effect_saddled, monster::friendly, get_map(), monster::get_mountable_weight_ratio(), get_path_avoid(), get_pathfinding_settings(), get_size(), monster::get_size(), get_skill_level(), get_weight(), monster::get_weight(), Creature::has_effect(), monster::has_flag(), MF_PET_MOUNTABLE, pos(), monster::pos(), map::route(), and skill_survival.

Referenced by talk_function::find_mount(), activity_handlers::find_mount_do_turn(), and monexamine::pet_menu().

◆ can_pick_volume() [1/2]

bool Character::can_pick_volume ( const item it) const

Definition at line 2887 of file character.cpp.

2888{
2889 inventory projected = inv;
2890 projected.add_item( it, true );
2891 return projected.volume() <= volume_capacity();
2892}
item & add_item(item newit, bool keep_invlet=false, bool assign_invlet=true, bool should_stack=true)
Definition: inventory.cpp:286
units::volume volume() const
Definition: inventory.cpp:1058

References inventory::add_item(), inv, inventory::volume(), and volume_capacity().

Referenced by player::add_or_drop_with_msg(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), handle_problematic_pickup(), i_add_or_drop(), npc::mug_player(), pick_one_up(), conditional_t< T >::set_can_stow_weapon(), set_item_inventory(), and starting_inv().

◆ can_pick_volume() [2/2]

bool Character::can_pick_volume ( units::volume  volume) const

Definition at line 2894 of file character.cpp.

2895{
2896 // Might not be 100% true because some items restack to a very tiny bit less
2897 // but close enough not to matter
2898 return inv.volume() + volume <= volume_capacity();
2899}

References inv, inventory::volume(), and volume_capacity().

◆ can_pick_weight() [1/2]

bool Character::can_pick_weight ( const item it,
bool  safe = true 
) const

Definition at line 2901 of file character.cpp.

2902{
2903 return can_pick_weight( it.weight(), safe );
2904}
bool can_pick_weight(const item &it, bool safe=true) const
Definition: character.cpp:2901
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4874
void safe(player &p, const tripoint &examp)
Attempt to crack safe through audio-feedback manual lock manipulation.
Definition: iexamine.cpp:1414

References can_pick_weight(), iexamine::safe(), and item::weight().

Referenced by player::add_or_drop_with_msg(), can_pick_weight(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), i_add_or_drop(), npc::mug_player(), pick_one_up(), and set_item_inventory().

◆ can_pick_weight() [2/2]

bool Character::can_pick_weight ( units::mass  weight,
bool  safe = true 
) const

Definition at line 2906 of file character.cpp.

2907{
2908 if( !safe ) {
2909 // Character can carry up to four times their maximum weight
2910 return ( weight_carried() + weight <= ( has_trait( trait_DEBUG_STORAGE ) ?
2911 units::mass_max : weight_capacity() * 4 ) );
2912 } else {
2913 return ( weight_carried() + weight <= weight_capacity() );
2914 }
2915}
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
constexpr mass mass_max
Definition: units_mass.h:27

References has_trait(), units::mass_max, iexamine::safe(), trait_DEBUG_STORAGE, weight_capacity(), and weight_carried().

◆ can_run()

bool Character::can_run ( )

source of truth of whether a Character can run

Definition at line 1329 of file character.cpp.

1330{
1331 return ( get_stamina() > get_stamina_max() * 0.1f ) && get_working_leg_count() >= 2;
1332}

References get_stamina(), get_stamina_max(), and get_working_leg_count().

Referenced by game::on_move_effects(), and avatar::set_movement_mode().

◆ can_swap()

ret_val< bool > Character::can_swap ( const item it) const

Check player capable of swapping the side of a worn item.

Parameters
itThing to be swapped

Definition at line 3164 of file character.cpp.

3165{
3166 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3167 int max_layer = 2;
3168 std::vector< std::pair< body_part, int > > mod_parts;
3169 body_part bp = num_bp;
3170 bodypart_str_id bpid;
3171 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3172 bp = static_cast< body_part >( i );
3173 bpid = convert_bp( bp );
3174 if( it.get_covered_body_parts().test( bp ) && bpid->part_side != side::BOTH ) {
3175 mod_parts.emplace_back( bp, 0 );
3176 }
3177 }
3178 for( auto &elem : worn ) {
3179 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3180 bpid = convert_bp( mod_part.first );
3181 if( elem.get_covered_body_parts().test( bpid->opposite_part->token ) &&
3182 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3183 mod_part.second++;
3184 }
3185 }
3186 }
3187 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3188 bpid = convert_bp( mod_part.first );
3189 if( mod_part.second >= max_layer ) {
3190 return ret_val<bool>::make_failure( _( "There is no space on the opposite side!" ) );
3191 }
3192 }
3193 }
3194
3196}
const bodypart_str_id & convert_bp(body_part bp)
Returns the new id for old token.
Definition: bodypart.cpp:185
static const std::string flag_POWERARMOR_MOD("POWERARMOR_MOD")
side part_side
Definition: bodypart.h:124
body_part token
Definition: bodypart.h:106
bodypart_str_id opposite_part
Definition: bodypart.h:122

References _, BOTH, convert_bp(), flag_POWERARMOR_MOD(), item::get_covered_body_parts(), item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), num_bp, body_part_type::opposite_part, body_part_type::part_side, body_part_set::test(), body_part_type::token, and worn.

Referenced by change_side().

◆ can_uninstall_bionic()

bool Character::can_uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is The uninstallation possible.

Definition at line 1907 of file bionics.cpp.

1909{
1910 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1911 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1912 if( b_id->itype().is_valid() ) {
1913 const itype *type = &*b_id->itype();
1914 if( type->bionic ) {
1915 difficulty = type->bionic->difficulty;
1916 }
1917 }
1918
1919 if( !has_bionic( b_id ) ) {
1920 popup( _( "%s don't have this bionic installed." ), disp_name() );
1921 return false;
1922 }
1923
1924 if( ( b_id == bio_reactor ) || ( b_id == bio_advreactor ) ) {
1925 if( !g->u.query_yn(
1926 _( "WARNING: Removing a reactor may leave radioactive material! Remove anyway?" ) ) ) {
1927 return false;
1928 }
1929 }
1930
1931 for( const bionic_id &bid : get_bionics() ) {
1932 if( bid->is_included( b_id ) ) {
1933 popup( _( "%s must remove the %s bionic to remove the %s." ), installer.disp_name(),
1934 bid->name, b_id->name );
1935 return false;
1936 }
1937 }
1938
1939 if( b_id == bio_eye_optic ) {
1940 popup( _( "The Telescopic Lenses are part of %s eyes now. Removing them would leave %s blind." ),
1941 disp_name( true ), disp_name() );
1942 return false;
1943 }
1944
1945 // removal of bionics adds +2 difficulty over installation
1946 float adjusted_skill;
1947 if( autodoc ) {
1948 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
1951 skill_level );
1952 } else {
1953 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
1956 skill_level );
1957 }
1958 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
1959
1960 if( chance_of_success >= 100 ) {
1961 if( !g->u.query_yn(
1962 _( "Are you sure you wish to uninstall the selected bionic?" ),
1963 100 - chance_of_success ) ) {
1964 return false;
1965 }
1966 } else {
1967 if( !g->u.query_yn(
1968 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
1969 ( 100 - static_cast<int>( chance_of_success ) ) ) ) {
1970 return false;
1971 }
1972 }
1973
1974 return true;
1975}
static const bionic_id bio_reactor("bio_reactor")
constexpr int BIONIC_NOITEM_DIFFICULTY
Definition: bionics.cpp:209
static const bionic_id bio_eye_optic("bio_eye_optic")
static const bionic_id bio_advreactor("bio_advreactor")
bool is_valid() const
Returns whether this id is valid, that means whether it refers to an existing object.
Definition: achievement.cpp:65
itype_id itype() const
Definition: bionics.cpp:247
Definition: itype.h:836

References _, iexamine::autodoc(), bio_advreactor, bio_eye_optic, bio_reactor, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), disp_name(), g, get_bionics(), has_bionic(), string_id< T >::is_valid(), bionic_data::itype(), bionic_data::name, popup(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, and type.

Referenced by iexamine::autodoc().

◆ can_unwield()

ret_val< bool > Character::can_unwield ( const item it) const

Check player capable of unwielding an item.

Parameters
itThing to be unwielded

Definition at line 3155 of file character.cpp.

3156{
3157 if( it.has_flag( "NO_UNWIELD" ) ) {
3158 return ret_val<bool>::make_failure( _( "You cannot unwield your %s." ), it.tname() );
3159 }
3160
3162}

References _, item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and item::tname().

Referenced by apply_damage(), drop(), inv_dump(), examine_item_menu::run(), player::unwield(), and avatar_action::wield().

◆ can_use()

bool Character::can_use ( const item it,
const item context = item() 
) const

Checks if character stats and skills meet minimum requirements for the item.

Prints an appropriate message if requirements not met.

Parameters
itItem we are checking
contextoptionally override effective item when checking contextual skills

Definition at line 2917 of file character.cpp.

2918{
2919 const auto &ctx = !context.is_null() ? context : it;
2920
2921 if( !meets_requirements( it, ctx ) ) {
2922 const std::string unmet( enumerate_unmet_requirements( it, ctx ) );
2923
2924 if( &it == &ctx ) {
2925 //~ %1$s - list of unmet requirements, %2$s - item name.
2926 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s." ),
2927 _( "<npcname> needs at least %1$s to use this %2$s." ),
2928 unmet, it.tname() );
2929 } else {
2930 //~ %1$s - list of unmet requirements, %2$s - item name, %3$s - indirect item name.
2931 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s with your %3$s." ),
2932 _( "<npcname> needs at least %1$s to use this %2$s with their %3$s." ),
2933 unmet, it.tname(), ctx.tname() );
2934 }
2935
2936 return false;
2937 }
2938
2939 return true;
2940}
std::string enumerate_unmet_requirements(const item &it, const item &context=item()) const
Returns a string of missed requirements (both stats and skills)
Definition: character.cpp:3376
bool meets_requirements(const item &it, const item &context=item()) const
Checks whether the character meets overall requirements to be able to use the item.
Definition: character.cpp:3464

References _, Creature::add_msg_player_or_npc(), enumerate_unmet_requirements(), item::is_null(), m_bad, meets_requirements(), and item::tname().

Referenced by can_use_heal_item(), player::gunmod_add(), ranged::gunmode_checks_common(), and player::toolmod_add().

◆ can_use_floor_warmth()

bool Character::can_use_floor_warmth ( ) const

Can the player lie down and cover self with blankets etc.

Definition at line 9445 of file character.cpp.

9446{
9447 return in_sleep_state() ||
9448 has_activity( activity_id( "ACT_WAIT" ) ) ||
9449 has_activity( activity_id( "ACT_WAIT_NPC" ) ) ||
9450 has_activity( activity_id( "ACT_WAIT_STAMINA" ) ) ||
9451 has_activity( activity_id( "ACT_AUTODRIVE" ) ) ||
9452 has_activity( activity_id( "ACT_READ" ) ) ||
9453 has_activity( activity_id( "ACT_SOCIALIZE" ) ) ||
9454 has_activity( activity_id( "ACT_MEDITATE" ) ) ||
9455 has_activity( activity_id( "ACT_FISH" ) ) ||
9456 has_activity( activity_id( "ACT_GAME" ) ) ||
9457 has_activity( activity_id( "ACT_HAND_CRANK" ) ) ||
9458 has_activity( activity_id( "ACT_HEATING" ) ) ||
9459 has_activity( activity_id( "ACT_VIBE" ) ) ||
9460 has_activity( activity_id( "ACT_TRY_SLEEP" ) ) ||
9461 has_activity( activity_id( "ACT_OPERATION" ) ) ||
9462 has_activity( activity_id( "ACT_TREE_COMMUNION" ) ) ||
9463 has_activity( activity_id( "ACT_EAT_MENU" ) ) ||
9464 has_activity( activity_id( "ACT_CONSUME_FOOD_MENU" ) ) ||
9465 has_activity( activity_id( "ACT_CONSUME_DRINK_MENU" ) ) ||
9466 has_activity( activity_id( "ACT_CONSUME_MEDS_MENU" ) ) ||
9467 has_activity( activity_id( "ACT_STUDY_SPELL" ) );
9468}
string_id< activity_type > activity_id
Definition: activity_type.h:15

References has_activity(), and in_sleep_state().

Referenced by update_bodytemp().

◆ can_use_heal_item()

bool Character::can_use_heal_item ( const item med) const

Check for mutation disallowing the use of an healing item.

Definition at line 424 of file mutation.cpp.

425{
426 const itype_id heal_id = med.typeId();
427
428 bool can_use = false;
429 bool got_restriction = false;
430
431 for( const trait_id &mut : get_mutations() ) {
432 if( !mut.obj().can_only_heal_with.empty() ) {
433 got_restriction = true;
434 }
435 if( mut.obj().can_only_heal_with.count( heal_id ) ) {
436 can_use = true;
437 break;
438 }
439 }
440 if( !got_restriction ) {
441 can_use = !med.has_flag( "CANT_HEAL_EVERYONE" );
442 }
443
444 if( !can_use ) {
445 for( const trait_id &mut : get_mutations() ) {
446 if( mut.obj().can_heal_with.count( heal_id ) ) {
447 can_use = true;
448 break;
449 }
450 }
451 }
452
453 return can_use;
454}
bool can_use(const item &it, const item &context=item()) const
Checks if character stats and skills meet minimum requirements for the item.
Definition: character.cpp:2917

References can_use(), get_mutations(), item::has_flag(), and item::typeId().

Referenced by activatable_inventory_preset::get_denial(), and heal_actor::use_healing_item().

◆ can_wear()

ret_val< bool > Character::can_wear ( const item it,
bool  with_equip_change = false 
) const

Check character capable of wearing an item.

Parameters
itThing to be worn
with_equip_changeIf true returns if it could be worn if things were taken off

Definition at line 2942 of file character.cpp.

2943{
2944 if( !it.is_armor() ) {
2945 return ret_val<bool>::make_failure( _( "Putting on a %s would be tricky." ), it.tname() );
2946 }
2947
2948 if( has_trait( trait_WOOLALLERGY ) && ( it.made_of( material_id( "wool" ) ) ||
2949 it.has_own_flag( "wooled" ) ) ) {
2950 return ret_val<bool>::make_failure( _( "Can't wear that, it's made of wool!" ) );
2951 }
2952
2953 if( it.is_filthy() && has_trait( trait_SQUEAMISH ) ) {
2954 return ret_val<bool>::make_failure( _( "Can't wear that, it's filthy!" ) );
2955 }
2956
2957 if( !it.has_flag( flag_OVERSIZE ) && !it.has_flag( flag_SEMITANGIBLE ) ) {
2958 for( const trait_id &mut : get_mutations() ) {
2959 const auto &branch = mut.obj();
2960 if( branch.conflicts_with_item( it ) ) {
2962 _( "Your %s mutation prevents you from wearing your %s." ) :
2963 _( "My %s mutation prevents me from wearing this %s." ), branch.name(),
2964 it.type_name() );
2965 }
2966 }
2967 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
2968 !it.made_of( material_id( "wool" ) ) && !it.made_of( material_id( "cotton" ) ) &&
2969 !it.made_of( material_id( "nomex" ) ) && !it.made_of( material_id( "leather" ) ) &&
2971 has_trait( trait_ANTLERS ) ) ) {
2972 return ret_val<bool>::make_failure( _( "Cannot wear a helmet over %s." ),
2973 ( has_trait( trait_HORNS_POINTED ) ? _( "horns" ) :
2974 ( has_trait( trait_ANTENNAE ) ? _( "antennae" ) : _( "antlers" ) ) ) );
2975 }
2976 }
2977
2978 if( it.has_flag( flag_SPLINT ) ) {
2979 bool need_splint = false;
2980 for( const bodypart_id &bp : get_all_body_parts() ) {
2981 if( !it.covers( bp->token ) ) {
2982 continue;
2983 }
2984 if( is_limb_broken( bp ) && !worn_with_flag( flag_SPLINT, bp ) ) {
2985 need_splint = true;
2986 break;
2987 }
2988 }
2989 if( !need_splint ) {
2991 _( "You don't have any broken limbs this could help." )
2992 : _( "%s doesn't have any broken limbs this could help." ), name );
2993 }
2994 }
2995
2996 if( it.has_flag( flag_RESTRICT_HANDS ) && !has_two_arms() ) {
2997 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have enough arms to wear that." )
2998 : string_format( _( "%s doesn't have enough arms to wear that." ), name ) ) );
2999 }
3000
3001 //Everything checked after here should be something that could be solved by changing equipment
3002 if( with_equip_change ) {
3004 }
3005
3006 if( it.is_power_armor() ) {
3007 for( auto &elem : worn ) {
3008 if( ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() &&
3009 !elem.has_flag( flag_POWERARMOR_COMPATIBLE ) && !elem.is_power_armor() ) {
3010 return ret_val<bool>::make_failure( _( "Can't wear power armor over other gear!" ) );
3011 } else if( elem.has_flag( flag_POWERARMOR_EXO ) && it.has_flag( flag_POWERARMOR_EXO ) ) {
3012 return ret_val<bool>::make_failure( _( "Can't wear multiple exoskeletons!" ) );
3013 }
3014 }
3017 _( "You can only wear power armor components with power armor!" ) );
3018 }
3020 for( auto &elem : worn ) {
3021 if( elem.has_flag( flag_POWERARMOR_EXO ) &&
3022 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3023 return ret_val<bool>::make_failure( _( "Can't wear externals over an exoskeleton!" ) );
3024 } else if( elem.has_flag( flag_POWERARMOR_EXTERNAL ) &&
3025 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3026 return ret_val<bool>::make_failure( _( "Can't wear externals over one another!" ) );
3027 }
3028 }
3029 }
3030 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3031 int max_layer = 2;
3032 std::vector< std::pair< body_part, int > > mod_parts;
3033 std::vector< std::pair< body_part, bool > > attachments;
3034 body_part bp = num_bp;
3035 bodypart_str_id bpid;
3036 bool lhs = false;
3037 bool rhs = false;
3038 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3039 bp = static_cast< body_part >( i );
3040 if( it.get_covered_body_parts().test( bp ) ) {
3041 mod_parts.emplace_back( bp, 0 );
3042 attachments.emplace_back( bp, false );
3043 }
3044 }
3045 for( auto &elem : worn ) {
3046 // To check if there's an external/exoskeleton for the mod to attach to.
3047 for( std::pair< body_part, bool > &attachment : attachments ) {
3048 if( elem.get_covered_body_parts().test( attachment.first ) &&
3049 ( elem.has_flag( flag_POWERARMOR_EXO ) || elem.has_flag( flag_POWERARMOR_EXTERNAL ) ) ) {
3050 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3051 attachment.second = true;
3052 } else {
3053 attachment.second = true;
3054 }
3055 }
3056 }
3057 // To check how many mods are on a given part.
3058 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3059 bpid = convert_bp( mod_part.first );
3060 if( elem.get_covered_body_parts().test( mod_part.first ) &&
3061 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3062 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3063 mod_part.second++;
3064 } else {
3065 mod_part.second++;
3066 }
3067 }
3068 }
3069 }
3070 for( std::pair< body_part, bool > &attachment : attachments ) {
3071 if( !attachment.second ) {
3072 return ret_val<bool>::make_failure( _( "Nothing to attach the mod to!" ) );
3073 }
3074 }
3075 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3076 bpid = convert_bp( mod_part.first );
3077 if( static_cast< body_part >( mod_part.first ) == bp_torso ) {
3078 max_layer = 3;
3079 }
3080 if( mod_part.second >= max_layer ) {
3081 if( !it.is_sided() || bpid->part_side == side::BOTH ) {
3082 return ret_val<bool>::make_failure( _( "Can't wear any more mods on that body part!" ) );
3083 } else {
3084 if( bpid->part_side == side::LEFT ) {
3085 lhs = true;
3086 } else {
3087 rhs = true;
3088 }
3089 if( lhs && rhs ) {
3090 return ret_val<bool>::make_failure( _( "No more space for that mod!" ) );
3091 }
3092 }
3093 }
3094 }
3095 }
3096 } else {
3097 // Only headgear can be worn with power armor, except other power armor components.
3098 // You can't wear headgear if power armor helmet is already sitting on your head.
3099 for( auto &elem : worn ) {
3101 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) ) {
3102 return ret_val<bool>::make_failure( _( "Can't wear %s with power armor!" ), it.tname() );
3103 }
3104 }
3105 }
3106
3107 // Check if we don't have both hands available before wearing a briefcase, shield, etc. Also occurs if we're already wearing one.
3109 weapon.is_two_handed( *this ) ) ) {
3110 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have a hand free to wear that." )
3111 : string_format( _( "%s doesn't have a hand free to wear that." ), name ) ) );
3112 }
3113
3114 for( auto &i : worn ) {
3115 if( i.has_flag( flag_ONLY_ONE ) && i.typeId() == it.typeId() ) {
3116 return ret_val<bool>::make_failure( _( "Can't wear more than one %s!" ), it.tname() );
3117 }
3118 }
3119
3120 if( amount_worn( it.typeId() ) >= MAX_WORN_PER_TYPE ) {
3121 return ret_val<bool>::make_failure( _( "Can't wear %i or more %s at once." ),
3122 MAX_WORN_PER_TYPE + 1, it.tname( MAX_WORN_PER_TYPE + 1 ) );
3123 }
3124
3125 if( ( ( it.covers( bp_foot_l ) && is_wearing_shoes( side::LEFT ) ) ||
3126 ( it.covers( bp_foot_r ) && is_wearing_shoes( side::RIGHT ) ) ) &&
3127 ( !it.has_flag( flag_OVERSIZE ) || !it.has_flag( flag_OUTER ) ) && !it.has_flag( flag_SKINTIGHT ) &&
3128 !it.has_flag( flag_BELTED ) && !it.has_flag( flag_PERSONAL ) && !it.has_flag( flag_AURA ) &&
3129 !it.has_flag( flag_SEMITANGIBLE ) ) {
3130 // Checks to see if the player is wearing shoes
3131 return ret_val<bool>::make_failure( ( is_player() ? _( "You're already wearing footwear!" )
3132 : string_format( _( "%s is already wearing footwear!" ), name ) ) );
3133 }
3134
3135 if( it.covers( bp_head ) &&
3137 !it.has_flag( flag_PERSONAL ) && !it.is_power_armor() &&
3139 is_wearing_helmet() ) {
3141 ( is_player() ? _( "You can't wear that with other headgear!" )
3142 : string_format( _( "%s can't wear that with other headgear!" ), name ) ) );
3143 }
3144
3145 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
3147 ( head_cloth_encumbrance() + it.get_encumber( *this ) > 40 ) ) {
3148 return ret_val<bool>::make_failure( ( is_player() ? _( "You can't wear that much on your head!" )
3149 : string_format( _( "%s can't wear that much on their head!" ), name ) ) );
3150 }
3151
3153}
static const std::string flag_BELTED("BELTED")
static const trait_id trait_ANTLERS("ANTLERS")
static const trait_id trait_WOOLALLERGY("WOOLALLERGY")
static const trait_id trait_HORNS_POINTED("HORNS_POINTED")
static const std::string flag_SKINTIGHT("SKINTIGHT")
static const std::string flag_POWERARMOR_COMPATIBLE("POWERARMOR_COMPATIBLE")
static const trait_id trait_ANTENNAE("ANTENNAE")
static const std::string flag_HELMET_COMPAT("HELMET_COMPAT")
static const std::string flag_POWERARMOR_EXO("POWERARMOR_EXO")
static const std::string flag_OUTER("OUTER")
static const std::string flag_OVERSIZE("OVERSIZE")
static const std::string flag_ONLY_ONE("ONLY_ONE")
static const std::string flag_POWERARMOR_EXTERNAL("POWERARMOR_EXTERNAL")
static const std::string flag_RESTRICT_HANDS("RESTRICT_HANDS")
static const trait_id trait_SQUEAMISH("SQUEAMISH")
bool is_wearing_power_armor(bool *hasHelmet=nullptr) const
Returns true if the character is wearing power armor.
Definition: character.cpp:3783
bool is_wearing_helmet() const
Returns true if the character is wearing something occupying the helmet slot.
Definition: character.cpp:8903
int amount_worn(const itype_id &id) const
Returns the amount of item ‘type’ that is currently worn.
Definition: character.cpp:2241
bool has_two_arms() const
Returns true if the player has two functioning arms.
Definition: character.cpp:1280
int head_cloth_encumbrance() const
Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.
Definition: character.cpp:8915
bool is_wearing_shoes(const side &which_side=side::BOTH) const
Returns true if the player is wearing something on their feet that is not SKINTIGHT.
Definition: character.cpp:8874
bool is_sided() const
Returns true if item is armor and can be worn on different sides of the body.
Definition: item.cpp:802
bool is_filthy() const
Marks the item as filthy, so characters with squeamish trait can't wear it.
Definition: item.cpp:9848
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9718
bool is_power_armor() const
Whether this is a power armor item.
Definition: item.cpp:5666
bool is_armor() const
Definition: item.cpp:6584
int get_encumber(const Character &) const
Returns the encumbrance value that this item has when worn by given player.
Definition: item.cpp:5672
bool is_two_handed(const Character &guy) const
Whether the character needs both hands to wield this item.
Definition: item.cpp:6284
static constexpr int MAX_WORN_PER_TYPE

References _, amount_worn(), BOTH, bp_foot_l, bp_foot_r, bp_head, bp_torso, convert_bp(), item::covers(), flag_AURA(), flag_BELTED(), flag_HELMET_COMPAT(), flag_ONLY_ONE(), flag_OUTER(), flag_OVERSIZE(), flag_PERSONAL(), flag_POWERARMOR_COMPATIBLE(), flag_POWERARMOR_EXO(), flag_POWERARMOR_EXTERNAL(), flag_POWERARMOR_MOD(), flag_RESTRICT_HANDS(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), flag_SPLINT(), Creature::get_all_body_parts(), item::get_covered_body_parts(), item::get_encumber(), get_mutations(), item::has_flag(), item::has_own_flag(), has_trait(), has_two_arms(), head_cloth_encumbrance(), item::is_armor(), item::is_filthy(), is_limb_broken(), Creature::is_player(), item::is_power_armor(), item::is_sided(), item::is_two_handed(), is_wearing_helmet(), is_wearing_power_armor(), is_wearing_shoes(), LEFT, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), MAX_WORN_PER_TYPE, name, num_bp, body_part_type::part_side, RIGHT, string_format(), body_part_set::test(), item::tname(), trait_ANTENNAE, trait_ANTLERS, trait_HORNS_POINTED, trait_SQUEAMISH, trait_WOOLALLERGY, item::type_name(), item::typeId(), weapon, wearing_something_on(), worn, and worn_with_flag().

Referenced by behavior::character_oracle_t::can_wear_warmer_clothes(), dispose_item(), wear_inventory_preset::get_denial(), give_item_to(), handle_problematic_pickup(), examine_item_menu::rate_action_wear(), spell_effect::spawn_ethereal_item(), starting_clothes(), player::use(), npc::wear_if_wanted(), and wear_item().

◆ cancel_activity()

void Character::cancel_activity ( )

Definition at line 9237 of file character.cpp.

9238{
9239 activity.canceled( *this );
9240 if( has_activity( ACT_MOVE_ITEMS ) && is_hauling() ) {
9241 stop_hauling();
9242 }
9243 if( has_activity( ACT_TRY_SLEEP ) ) {
9244 remove_value( "sleep_query" );
9245 }
9246 // Clear any backlog items that aren't auto-resume.
9247 for( auto backlog_item = backlog.begin(); backlog_item != backlog.end(); ) {
9248 if( backlog_item->auto_resume ) {
9249 backlog_item++;
9250 } else {
9251 backlog_item = backlog.erase( backlog_item );
9252 }
9253 }
9254 // act wait stamina interrupts an ongoing activity.
9255 // and automatically puts auto_resume = true on it
9256 // we don't want that to persist if there is another interruption.
9257 // and player moves elsewhere.
9258 if( has_activity( ACT_WAIT_STAMINA ) && !backlog.empty() &&
9259 backlog.front().auto_resume ) {
9260 backlog.front().auto_resume = false;
9261 }
9262 if( activity && activity.is_suspendable() ) {
9263 backlog.push_front( activity );
9264 }
9265 sfx::end_activity_sounds(); // kill activity sounds when canceled
9267}
static const activity_id ACT_TRY_SLEEP("ACT_TRY_SLEEP")
static const activity_id ACT_MOVE_ITEMS("ACT_MOVE_ITEMS")
static const activity_id ACT_WAIT_STAMINA("ACT_WAIT_STAMINA")
bool is_hauling() const
Definition: character.cpp:9189
void stop_hauling()
Definition: character.cpp:9180
void canceled(Character &who)
Performs activity-specific cleanup when Character::cancel_activity() is called.
bool is_suspendable() const
If this returns true, the action can be continued without starting from scratch again (see player::ba...
void end_activity_sounds()
Definition: sounds.cpp:1605

References ACT_MOVE_ITEMS, ACT_TRY_SLEEP, ACT_WAIT_STAMINA, activity, backlog, player_activity::canceled(), sfx::end_activity_sounds(), has_activity(), is_hauling(), player_activity::is_suspendable(), Creature::remove_value(), and stop_hauling().

Referenced by activity_on_turn_move_loot(), activity_on_turn_wear(), activity_handlers::adv_inventory_do_turn(), activity_handlers::armor_layers_do_turn(), activity_handlers::build_do_turn(), player::can_continue_craft(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), activity_handlers::craft_do_turn(), autodrive_activity_actor::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), pickup_activity_actor::do_turn(), avatar_action::eat(), fall_asleep(), forced_dismount(), game::forced_door_closing(), item::handle_craft_failure(), mattack::pull_metal_weapon(), npc::reboot(), DefaultRemovePartHandler::removed(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), stop_hauling(), and npc::talk_to_u().

◆ cancel_stashed_activity()

void Character::cancel_stashed_activity ( )

◆ change_side() [1/2]

bool Character::change_side ( item it,
bool  interactive = true 
)

Swap side on which item is worn; returns false on fail.

If interactive is false, don't alert player or drain moves

Definition at line 3695 of file character.cpp.

3696{
3697 const auto ret = can_swap( it );
3698 if( !ret.success() ) {
3699 if( interactive ) {
3700 add_msg_if_player( m_info, "%s", ret.c_str() );
3701 }
3702 return false;
3703 }
3704
3705 if( !it.swap_side() ) {
3706 if( interactive ) {
3708 _( "You cannot swap the side on which your %s is worn." ),
3709 _( "<npcname> cannot swap the side on which their %s is worn." ),
3710 it.tname() );
3711 }
3712 return false;
3713 }
3714
3715 if( interactive ) {
3716 add_msg_player_or_npc( m_info, _( "You swap the side on which your %s is worn." ),
3717 _( "<npcname> swaps the side on which their %s is worn." ),
3718 it.tname() );
3719 }
3720
3721 mod_moves( -250 );
3723
3724 return true;
3725}
ret_val< bool > can_swap(const item &it) const
Check player capable of swapping the side of a worn item.
Definition: character.cpp:3164
bool swap_side()
Swap the side on which the item is worn.
Definition: item.cpp:830

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), can_swap(), m_info, Creature::mod_moves(), reset_encumbrance(), cata::hash64_detail::ret, item::swap_side(), and item::tname().

Referenced by npc::adjust_worn(), change_side(), examine_item_menu::run(), and player::sort_armor().

◆ change_side() [2/2]

bool Character::change_side ( item_location loc,
bool  interactive = true 
)

Definition at line 3727 of file character.cpp.

3728{
3729 if( !loc || !is_worn( *loc ) ) {
3730 if( interactive ) {
3732 _( "You are not wearing that item." ),
3733 _( "<npcname> isn't wearing that item." ) );
3734 }
3735 return false;
3736 }
3737
3738 return change_side( *loc, interactive );
3739}
bool is_worn(const item &thing) const
Definition: character.h:1082
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3695

References _, Creature::add_msg_player_or_npc(), change_side(), is_worn(), and m_info.

◆ check_and_recover_morale()

bool Character::check_and_recover_morale ( )

Checks permanent morale for consistency and recovers it when an inconsistency is found.

Definition at line 9132 of file character.cpp.

9133{
9134 player_morale test_morale;
9135
9136 for( const item &wit : worn ) {
9137 test_morale.on_item_wear( wit );
9138 }
9139
9140 for( const trait_id &mut : get_mutations() ) {
9141 test_morale.on_mutation_gain( mut );
9142 }
9143
9144 for( const auto &elem : *effects ) {
9145 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
9146 const effect &e = _effect_it.second;
9147 if( !e.is_removed() ) {
9148 test_morale.on_effect_int_change( e.get_id(), e.get_intensity(), e.get_bp() );
9149 }
9150 }
9151 }
9152
9153 test_morale.on_stat_change( "kcal", get_stored_kcal() );
9154 test_morale.on_stat_change( "thirst", get_thirst() );
9155 test_morale.on_stat_change( "fatigue", get_fatigue() );
9156 test_morale.on_stat_change( "pain", get_pain() );
9157 test_morale.on_stat_change( "pkill", get_painkiller() );
9158 test_morale.on_stat_change( "perceived_pain", get_perceived_pain() );
9159
9161
9162 if( !morale->consistent_with( test_morale ) ) {
9163 *morale = player_morale( test_morale ); // Recover consistency
9164 add_msg( m_debug, "%s morale was recovered.", disp_name( true ) );
9165 return false;
9166 }
9167
9168 return true;
9169}
int get_fatigue() const
Definition: character.cpp:4455
int get_thirst() const
Definition: character.cpp:4327
void apply_persistent_morale()
Ensures persistent morale effects are up-to-date.
Definition: character.cpp:9011
pimpl< effects_map > effects
Definition: creature.h:808
const efftype_id & get_id() const
Returns the effect's matching effect_type id.
Definition: effect.h:305
int get_intensity() const
Returns the intensity of an effect.
Definition: effect.cpp:849
const bodypart_str_id & get_bp() const
Returns the targeted body_part of the effect.
Definition: effect.cpp:835
bool is_removed() const
Returns if the effect is disabled and set up for removal.
Definition: effect.h:246
void on_item_wear(const item &it)
Definition: morale.cpp:935
void on_stat_change(const std::string &stat, int value)
Definition: morale.cpp:927
void on_effect_int_change(const efftype_id &eid, int intensity, const bodypart_str_id &bp=bodypart_str_id::NULL_ID())
Definition: morale.cpp:974
void on_mutation_gain(const trait_id &mid)
Definition: morale.cpp:917

References add_msg(), apply_persistent_morale(), disp_name(), Creature::effects, effect::get_bp(), get_fatigue(), effect::get_id(), effect::get_intensity(), get_mutations(), Creature::get_pain(), get_painkiller(), Creature::get_perceived_pain(), get_stored_kcal(), get_thirst(), effect::is_removed(), m_debug, morale, player_morale::on_effect_int_change(), player_morale::on_item_wear(), player_morale::on_mutation_gain(), player_morale::on_stat_change(), and worn.

Referenced by game::do_turn().

◆ check_item_encumbrance_flag()

void Character::check_item_encumbrance_flag ( )

Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating.

Definition at line 1841 of file character.cpp.

1842{
1843 bool update_required = check_encumbrance;
1844 for( auto &i : worn ) {
1845 if( !update_required && i.encumbrance_update_ ) {
1846 update_required = true;
1847 }
1848 i.encumbrance_update_ = false;
1849 }
1850
1851 if( update_required ) {
1853 }
1854}
bool check_encumbrance
Definition: character.h:2182

References check_encumbrance, reset_encumbrance(), and worn.

◆ check_mount_is_spooked()

bool Character::check_mount_is_spooked ( )

Definition at line 1102 of file character.cpp.

1103{
1104 if( !is_mounted() ) {
1105 return false;
1106 }
1107 // chance to spook per monster nearby:
1108 // base 1% per turn.
1109 // + 1% per square closer than 15 distanace. (1% - 15%)
1110 // * 2 if hostile monster is bigger than or same size as mounted creature.
1111 // -0.25% per point of dexterity (low -1%, average -2%, high -3%, extreme -3.5%)
1112 // -0.1% per point of strength ( low -0.4%, average -0.8%, high -1.2%, extreme -1.4% )
1113 // / 2 if horse has full tack and saddle.
1114 // Monster in spear reach monster and average stat (8) player on saddled horse, 14% -2% -0.8% / 2 = ~5%
1115 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1116 const m_size mount_size = mounted_creature->get_size();
1117 const bool saddled = mounted_creature->has_effect( effect_saddled );
1118 for( const monster &critter : g->all_monsters() ) {
1119 double chance = 1.0;
1120 Attitude att = critter.attitude_to( *this );
1121 // actually too close now - horse might spook.
1122 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 10 ) {
1123 chance += 10 - rl_dist( pos(), critter.pos() );
1124 if( critter.get_size() >= mount_size ) {
1125 chance *= 2;
1126 }
1127 chance -= 0.25 * get_dex();
1128 chance -= 0.1 * get_str();
1129 if( saddled ) {
1130 chance /= 2;
1131 }
1132 chance = std::max( 1.0, chance );
1133 if( x_in_y( chance, 100.0 ) ) {
1135 return true;
1136 }
1137 }
1138 }
1139 }
1140 return false;
1141}
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
static const efftype_id effect_saddled("monster_saddled")
void forced_dismount()
Definition: character.cpp:1148
Attitude
Simplified attitude towards any creature: hostile - hate, want to kill, etc.
Definition: creature.h:168
m_size
Definition: creature.h:57

References Creature::A_HOSTILE, effect_saddled, forced_dismount(), g, get_dex(), get_str(), HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), sees(), and x_in_y().

Referenced by game::do_turn().

◆ check_mount_will_move()

bool Character::check_mount_will_move ( const tripoint dest_loc)

Definition at line 1084 of file character.cpp.

1085{
1086 if( !is_mounted() ) {
1087 return true;
1088 }
1089 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1090 for( const monster &critter : g->all_monsters() ) {
1091 Attitude att = critter.attitude_to( *this );
1092 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 15 &&
1093 rl_dist( dest_loc, critter.pos() ) < rl_dist( pos(), critter.pos() ) ) {
1094 add_msg_if_player( _( "You fail to budge your %s!" ), mounted_creature->get_name() );
1095 return false;
1096 }
1097 }
1098 }
1099 return true;
1100}

References _, Creature::A_HOSTILE, Creature::add_msg_if_player(), g, HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), and sees().

Referenced by avatar_action::move().

◆ check_needs_extremes()

void Character::check_needs_extremes ( )

Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.

Intelligence slightly decreases occurrence of short naps when dead tired Intelligence slightly decreases occurrence of short naps when exhausted Perception slightly decreases occurrence of short naps when sleep deprived Perception slightly increases resilience against passing out from sleep deprivation

Definition at line 4964 of file character.cpp.

4965{
4966 // Check if we've overdosed... in any deadly way.
4967 if( get_stim() > 250 ) {
4968 add_msg_if_player( m_bad, _( "You have a sudden heart attack!" ) );
4969 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4970 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4971 } else if( get_stim() < -200 || get_painkiller() > 240 ) {
4972 add_msg_if_player( m_bad, _( "Your breathing stops completely." ) );
4973 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4974 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4975 } else if( has_effect( effect_jetinjector ) && get_effect_dur( effect_jetinjector ) > 40_minutes ) {
4976 if( !( has_trait( trait_NOPAIN ) ) ) {
4977 add_msg_if_player( m_bad, _( "Your heart spasms painfully and stops." ) );
4978 } else {
4979 add_msg_if_player( _( "Your heart spasms and stops." ) );
4980 }
4982 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4983 } else if( get_effect_dur( effect_adrenaline ) > 50_minutes ) {
4984 add_msg_if_player( m_bad, _( "Your heart spasms and stops." ) );
4986 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4987 } else if( get_effect_int( effect_drunk ) > 4 ) {
4988 add_msg_if_player( m_bad, _( "Your breathing slows down to a stop." ) );
4990 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4991 }
4992
4993 // check if we've starved
4994 if( is_player() ) {
4995 if( get_stored_kcal() <= 0 ) {
4996 add_msg_if_player( m_bad, _( "You have starved to death." ) );
4997 g->events().send<event_type::dies_of_starvation>( getID() );
4998 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4999 } else if( calendar::once_every( 6_hours ) ) {
5000 std::string category;
5001 if( get_kcal_percent() < 0.1f ) {
5002 category = "empty_starving";
5003 } else if( get_kcal_percent() < 0.25f ) {
5004 category = "empty_emaciated";
5005 } else if( get_kcal_percent() < 0.5f ) {
5006 category = "empty_malnutrition";
5007 } else if( get_kcal_percent() < 0.7f ) {
5008 category = "empty_low_cal";
5009 }
5010 if( !category.empty() ) {
5011 const translation message = SNIPPET.random_from_category( category ).value_or( translation() );
5013 }
5014
5015 }
5016 }
5017
5018 // Check if we're dying of thirst
5020 if( get_thirst() >= thirst_levels::dead ) {
5021 add_msg_if_player( m_bad, _( "You have died of dehydration." ) );
5022 g->events().send<event_type::dies_of_thirst>( getID() );
5023 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5024 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.333f ) &&
5025 calendar::once_every( 30_minutes ) ) {
5026 add_msg_if_player( m_warning, _( "Even your eyes feel dry…" ) );
5027 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.666f ) &&
5028 calendar::once_every( 30_minutes ) ) {
5029 add_msg_if_player( m_warning, _( "You are THIRSTY!" ) );
5030 } else if( calendar::once_every( 30_minutes ) ) {
5031 add_msg_if_player( m_warning, _( "Your mouth feels so dry…" ) );
5032 }
5033 }
5034
5035 // Check if we're falling asleep, unless we're sleeping
5038 add_msg_if_player( m_bad, _( "Survivor sleep now." ) );
5040 mod_fatigue( -10 );
5041 fall_asleep();
5042 } else if( get_fatigue() >= 800 && calendar::once_every( 30_minutes ) ) {
5043 add_msg_if_player( m_warning, _( "Anywhere would be a good place to sleep…" ) );
5044 } else if( calendar::once_every( 30_minutes ) ) {
5045 add_msg_if_player( m_warning, _( "You feel like you haven't slept in days." ) );
5046 }
5047 }
5048
5049 // Even if we're not Exhausted, we really should be feeling lack/sleep earlier
5050 // Penalties start at Dead Tired and go from there
5052 if( get_fatigue() >= 700 ) {
5053 if( calendar::once_every( 30_minutes ) ) {
5054 add_msg_if_player( m_warning, _( "You're too physically tired to stop yawning." ) );
5055 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5056 }
5057 /** @EFFECT_INT slightly decreases occurrence of short naps when dead tired */
5058 if( one_in( 50 + int_cur ) ) {
5059 fall_asleep( 30_seconds );
5060 }
5061 } else if( get_fatigue() >= fatigue_levels::exhausted ) {
5062 if( calendar::once_every( 30_minutes ) ) {
5063 add_msg_if_player( m_warning, _( "How much longer until bedtime?" ) );
5064 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5065 }
5066 /** @EFFECT_INT slightly decreases occurrence of short naps when exhausted */
5067 if( one_in( 100 + int_cur ) ) {
5068 fall_asleep( 30_seconds );
5069 }
5070 } else if( get_fatigue() >= fatigue_levels::dead_tired && calendar::once_every( 30_minutes ) ) {
5071 add_msg_if_player( m_warning, _( "*yawn* You should really get some sleep." ) );
5072 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5073 }
5074 }
5075
5076 // Sleep deprivation kicks in if lack of sleep is avoided with stimulants or otherwise for long periods of time
5078 float sleep_deprivation_pct = sleep_deprivation / static_cast<float>
5080
5082 calendar::once_every( 60_minutes ) &&
5086 _( "Your mind feels tired. It's been a while since you've slept well." ) );
5087 mod_fatigue( 1 );
5090 _( "Your mind feels foggy from lack of good sleep, and your eyes keep trying to close against your will." ) );
5091 mod_fatigue( 5 );
5092
5093 if( one_in( 10 ) ) {
5094 mod_healthy_mod( -1, 0 );
5095 }
5098 _( "Your mind feels weary, and you dread every wakeful minute that passes. You crave sleep, and feel like you're about to collapse." ) );
5099 mod_fatigue( 10 );
5100
5101 if( one_in( 5 ) ) {
5102 mod_healthy_mod( -2, -20 );
5103 }
5106 _( "You haven't slept decently for so long that your whole body is screaming for mercy. It's a miracle that you're still awake, but it just feels like a curse now." ) );
5107 mod_fatigue( 40 );
5108
5109 mod_healthy_mod( -5, -50 );
5110 }
5111 // else you pass out for 20 hours, guaranteed
5112
5113 // Microsleeps are slightly worse if you're sleep deprived, but not by much. (chance: 1 in (75 + per_cur) at minor sleep deprivation)
5114 // Note: these can coexist with fatigue-related microsleeps
5115 /** @EFFECT_PER slightly decreases occurrence of short naps when sleep deprived */
5116 if( one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 75 + get_per() ) ) ) {
5117 fall_asleep( 30_seconds );
5118 }
5119
5120
5123 /** @EFFECT_PER slightly increases resilience against passing out from sleep deprivation */
5124 one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 100 ) + get_per() ) ) ) ) {
5126 _( "Your body collapses due to sleep deprivation, your neglected fatigue rushing back all at once, and you pass out on the spot." )
5127 , _( "<npcname> collapses to the ground from exhaustion." ) );
5129 set_fatigue( static_cast<int>( fatigue_levels::exhausted ) );
5130 }
5131
5133 fall_asleep( 20_hours );
5135 fall_asleep( 16_hours );
5136 } else {
5137 fall_asleep( 12_hours );
5138 }
5139 }
5140 }
5141}
constexpr T lerp(const T &min, const T &max, float t)
Linear interpolation: returns first argument if t is 0, second if t is 1, otherwise proportional to t...
Definition: cata_utility.h:155
static const efftype_id effect_lack_sleep("lack_sleep")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_meth("meth")
static const efftype_id effect_jetinjector("jetinjector")
static const trait_id trait_NOPAIN("NOPAIN")
float get_kcal_percent() const
Definition: character.cpp:4322
virtual void set_fatigue(int nfatigue)
Definition: character.cpp:4440
void fall_asleep()
Adds "sleep" to the player.
Definition: character.cpp:9277
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4430
int get_stim() const
Definition: character.cpp:7161
virtual void mod_healthy_mod(int nhealthy_mod, int cap)
Definition: character.cpp:4258
int get_sleep_deprivation() const
Definition: character.cpp:4460
virtual int get_per() const
Definition: character.cpp:4072
void set_part_hp_cur(const bodypart_id &id, int set)
Definition: creature.cpp:1575
time_duration get_effect_dur(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the duration of the matching effect.
Definition: creature.cpp:1241
cata::optional< translation > random_from_category(const std::string &cat) const
Returns a random snippet out of the given category.
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
@ m_warning
Definition: enums.h:264
@ falls_asleep_from_exhaustion
@ dies_from_drug_overdose
@ dies_of_starvation
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
std::string message
Definition: mapgen.cpp:408
snippet_library SNIPPET

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dead, dead_tired, dies_from_drug_overdose, dies_of_starvation, dies_of_thirst, effect_adrenaline, effect_drunk, effect_jetinjector, effect_lack_sleep, effect_meth, efftype_id, exhausted, fall_asleep(), falls_asleep_from_exhaustion, g, Creature::get_effect_dur(), Creature::get_effect_int(), get_fatigue(), get_kcal_percent(), get_painkiller(), get_per(), get_sleep_deprivation(), get_stim(), get_stored_kcal(), get_thirst(), getID(), harmless, Creature::has_effect(), has_trait(), in_sleep_state(), int_cur, Creature::is_player(), lerp(), m_bad, m_warning, major, massive, mapgen_defer::message, minor, mod_fatigue(), mod_healthy_mod(), calendar::once_every(), one_in(), parched, snippet_library::random_from_category(), serious, set_fatigue(), Creature::set_part_hp_cur(), sleep_deprivation, SNIPPET, and trait_NOPAIN.

Referenced by update_body().

◆ check_outbounds_activity()

bool Character::check_outbounds_activity ( const player_activity act,
bool  check_only = false 
)

Definition at line 996 of file character.cpp.

997{
998 map &here = get_map();
999 if( ( act.placement != tripoint_zero && act.placement != tripoint_min &&
1000 !here.inbounds( here.getlocal( act.placement ) ) ) || ( !act.coords.empty() &&
1001 !here.inbounds( here.getlocal( act.coords.back() ) ) ) ) {
1002 if( is_npc() && !check_only ) {
1003 // stash activity for when reloaded.
1005 if( !backlog.empty() ) {
1007 }
1009 }
1011 "npc %s at pos %d %d, activity target is not inbounds at %d %d therefore activity was stashed",
1012 disp_name(), pos().x, pos().y, act.placement.x, act.placement.y );
1013 return true;
1014 }
1015 return false;
1016}
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8278
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7769
static constexpr tripoint tripoint_zero
Definition: point.h:273
static constexpr tripoint tripoint_min
Definition: point.h:318

References act, activity, add_msg(), backlog, disp_name(), get_map(), map::getlocal(), map::inbounds(), Creature::is_npc(), m_debug, pos(), stashed_outbounds_activity, stashed_outbounds_backlog, tripoint_min, and tripoint_zero.

Referenced by player_activity::do_turn(), and npc::move().

◆ clairvoyance()

int Character::clairvoyance ( ) const

Returns the distance the player can see through walls.

Definition at line 802 of file character.cpp.

803{
805 return MAX_CLAIRVOYANCE;
806 }
807
809 return 8;
810 }
811
813 return 3;
814 }
815
816 // 0 would mean we have clairvoyance of own tile
817 return -1;
818}
#define MAX_CLAIRVOYANCE
Definition: character.h:85
@ VISION_CLAIRVOYANCE_PLUS
Definition: character.h:96
@ VISION_CLAIRVOYANCE
Definition: character.h:95
@ VISION_CLAIRVOYANCE_SUPER
Definition: character.h:97
std::bitset< NUM_VISION_MODES > vision_mode_cache
Definition: character.h:2104

References MAX_CLAIRVOYANCE, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, and vision_mode_cache.

Referenced by sees().

◆ clear_bionics()

void Character::clear_bionics ( )

Remove all bionics.

Definition at line 2657 of file bionics.cpp.

2658{
2659 my_bionics->clear();
2660}

References my_bionics.

◆ clear_destination()

◆ clear_destination_activity()

void Character::clear_destination_activity ( )

Definition at line 1023 of file character.cpp.

1024{
1026}
player_activity destination_activity
Definition: character.h:2167

References destination_activity.

Referenced by clear_destination().

◆ clear_miss_reasons()

void Character::clear_miss_reasons ( )

Clears the list of reasons for why the player would miss a melee attack.

Definition at line 324 of file melee.cpp.

325{
326 melee_miss_reasons.clear();
327}

References melee_miss_reasons.

Referenced by player::process_turn().

◆ clear_morale()

void Character::clear_morale ( )

Definition at line 9122 of file character.cpp.

9123{
9124 morale->clear();
9125}

References morale.

◆ clear_mutations()

void Character::clear_mutations ( )

Empties the trait and mutations lists.

Definition at line 2882 of file newcharacter.cpp.

2883{
2884 while( !my_traits.empty() ) {
2885 toggle_trait( *my_traits.begin() );
2886 }
2887 while( !my_mutations.empty() ) {
2888 unset_mutation( my_mutations.begin()->first );
2889 }
2890 cached_mutations.clear();
2891}
void toggle_trait(const trait_id &)
Toggles a trait on the player and in their mutation list.
Definition: mutation.cpp:127
std::vector< const mutation_branch * > cached_mutations
Pointers to mutation branches in my_mutations.
Definition: character.h:2090
void unset_mutation(const trait_id &)
Definition: mutation.cpp:167
std::unordered_set< trait_id > my_traits
Contains mutation ids of the base traits.
Definition: character.h:2086

References cached_mutations, my_mutations, my_traits, toggle_trait(), and unset_mutation().

Referenced by npc::randomize(), and reset_scenario().

◆ clear_skills()

void Character::clear_skills ( )

Clear the skills map, setting all levels to 0.

Definition at line 2893 of file newcharacter.cpp.

2894{
2895 for( auto &sk : *_skills ) {
2896 sk.second.level( 0 );
2897 }
2898}
pimpl< SkillLevelMap > _skills
Character skills.
Definition: character.h:2097

References _skills.

Referenced by reset_scenario().

◆ compute_effective_nutrients()

nutrients Character::compute_effective_nutrients ( const item comest) const

Definition at line 328 of file consumption.cpp.

329{
330 if( !comest.is_comestible() ) {
331 return {};
332 }
333
334 // if item has components, will derive calories from that instead.
335 if( !comest.components.empty() && !comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
336 nutrients tally{};
337 for( const item &component : comest.components ) {
338 nutrients component_value =
340 if( component.has_flag( flag_BYPRODUCT ) ) {
341 tally -= component_value;
342 } else {
343 tally += component_value;
344 }
345 }
346 return tally / comest.recipe_charges;
347 } else {
348 return compute_default_effective_nutrients( comest, *this );
349 }
350}
std::list< item > components
Definition: item.h:2159
int recipe_charges
Definition: item.h:2199
static nutrients compute_default_effective_nutrients(const item &comest, const Character &you, const cata::flat_set< std::string > &extra_flags={})
static const std::string flag_NUTRIENT_OVERRIDE("NUTRIENT_OVERRIDE")
static const std::string flag_BYPRODUCT("BYPRODUCT")

References item::components, compute_default_effective_nutrients(), compute_effective_nutrients(), flag_BYPRODUCT(), flag_NUTRIENT_OVERRIDE(), item::has_flag(), item::is_comestible(), and item::recipe_charges.

Referenced by can_eat(), comestible_inventory_preset::comestible_inventory_preset(), compute_effective_nutrients(), consume_effects(), player::eat(), find_auto_consume(), item::food_info(), nutrition_for(), and will_eat().

◆ compute_nutrient_range() [1/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const item comest,
const recipe_id recipe_i,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Get calorie & vitamin contents for a comestible, taking into account character traits.

Get range of possible nutrient content, for a particular recipe, depending on choice of ingredients

Definition at line 354 of file consumption.cpp.

357{
358 if( !comest.is_comestible() ) {
359 return {};
360 }
361
362 // if item has components, will derive calories from that instead.
363 if( comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
365 return { result, result };
366 }
367
368 nutrients tally_min;
369 nutrients tally_max;
370
371 const recipe &rec = *recipe_i;
372
373 cata::flat_set<std::string> our_extra_flags = extra_flags;
374
375 if( rec.hot_result() ) {
376 our_extra_flags.insert( flag_COOKED );
377 }
378
379 const requirement_data requirements = rec.simple_requirements();
380 const requirement_data::alter_item_comp_vector &component_requirements =
381 requirements.get_components();
382
383 for( const std::vector<item_comp> &component_options : component_requirements ) {
384 nutrients this_min;
385 nutrients this_max;
386 bool first = true;
387 for( const item_comp &component_option : component_options ) {
388 std::pair<nutrients, nutrients> component_option_range =
389 compute_nutrient_range( component_option.type, our_extra_flags );
390 component_option_range.first *= component_option.count;
391 component_option_range.second *= component_option.count;
392
393 if( first ) {
394 std::tie( this_min, this_max ) = component_option_range;
395 first = false;
396 } else {
397 this_min.min_in_place( component_option_range.first );
398 this_max.max_in_place( component_option_range.second );
399 }
400 }
401 tally_min += this_min;
402 tally_max += this_max;
403 }
404
405 for( const std::pair<const itype_id, int> &byproduct : rec.byproducts ) {
406 item byproduct_it( byproduct.first, calendar::turn, byproduct.second );
407 nutrients byproduct_nutr = compute_default_effective_nutrients( byproduct_it, *this );
408 tally_min -= byproduct_nutr;
409 tally_max -= byproduct_nutr;
410 }
411
412 int charges = comest.count();
413 return { tally_min / charges, tally_max / charges };
414}
std::pair< nutrients, nutrients > compute_nutrient_range(const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
Get calorie & vitamin contents for a comestible, taking into account character traits.
iterator insert(iterator, const value_type &value)
Definition: flat_set.h:151
int count() const
If count_by_charges(), returns charges, otherwise 1.
Definition: item.cpp:5890
Definition: recipe.h:35
const requirement_data & simple_requirements() const
Fetch combined requirement data (inline and via "using" syntax).
Definition: recipe.h:67
bool hot_result() const
Definition: recipe.cpp:804
std::map< itype_id, int > byproducts
Definition: recipe.h:105
static const std::string flag_COOKED("COOKED")
void min_in_place(const nutrients &r)
Replace the values here with the minimum (or maximum) of themselves and the corresponding values take...
Definition: stomach.cpp:12
void max_in_place(const nutrients &r)
Definition: stomach.cpp:29
The *_vector members represent list of alternatives requirements: alter_tool_comp_vector = { * { { a,...
Definition: requirements.h:215
const alter_item_comp_vector & get_components() const
std::vector< std::vector< item_comp > > alter_item_comp_vector
Definition: requirements.h:223

References recipe::byproducts, compute_default_effective_nutrients(), compute_nutrient_range(), item::count(), flag_COOKED(), flag_NUTRIENT_OVERRIDE(), requirement_data::get_components(), item::has_flag(), recipe::hot_result(), cata::flat_set< T, Compare, Data >::insert(), item::is_comestible(), nutrients::max_in_place(), nutrients::min_in_place(), recipe::simple_requirements(), and calendar::turn.

Referenced by compute_nutrient_range(), and item::food_info().

◆ compute_nutrient_range() [2/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const itype_id comest_id,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Same, but across arbitrary recipes.

Definition at line 418 of file consumption.cpp.

420{
421 const itype *comest = &*comest_id;
422 if( !comest->comestible ) {
423 return {};
424 }
425
426 item comest_it( comest, calendar::turn, 1 );
427 // The default nutrients are always a possibility
428 nutrients min_nutr = compute_default_effective_nutrients( comest_it, *this, extra_flags );
429
430 if( comest->has_flag( flag_NUTRIENT_OVERRIDE ) ||
431 recipe_dict.is_item_on_loop( comest->get_id() ) ) {
432 return { min_nutr, min_nutr };
433 }
434
435 nutrients max_nutr = min_nutr;
436
437 for( const recipe_id &rec : comest->recipes ) {
438 nutrients this_min;
439 nutrients this_max;
440
441 item result_it = rec->create_result();
442 if( result_it.contents.num_item_stacks() == 1 ) {
443 const item alt_result = result_it.contents.front();
444 if( alt_result.typeId() == comest_it.typeId() ) {
445 result_it = alt_result;
446 }
447 }
448 if( result_it.typeId() != comest_it.typeId() ) {
449 debugmsg( "When creating recipe result expected %s, got %s\n",
450 comest_it.typeId().str(), result_it.typeId().str() );
451 }
452 std::tie( this_min, this_max ) = compute_nutrient_range( result_it, rec, extra_flags );
453 min_nutr.min_in_place( this_min );
454 max_nutr.max_in_place( this_max );
455 }
456
457 return { min_nutr, max_nutr };
458}
size_t num_item_stacks() const
returns the number of items stacks in contents each item that is not count_by_charges,...
bool is_item_on_loop(const itype_id &) const
item create_result() const
Definition: recipe.cpp:453
recipe_dictionary recipe_dict
cata::value_ptr< islot_comestible > comestible
Definition: itype.h:850
std::vector< recipe_id > recipes
What recipes can make this item.
Definition: itype.h:1016
bool has_flag(const std::string &flag) const
Definition: itype.cpp:71
const itype_id & get_id() const
Definition: itype.h:1072

References itype::comestible, compute_default_effective_nutrients(), compute_nutrient_range(), item::contents, recipe::create_result(), debugmsg, flag_NUTRIENT_OVERRIDE(), item_contents::front(), itype::get_id(), itype::has_flag(), recipe_dictionary::is_item_on_loop(), nutrients::max_in_place(), nutrients::min_in_place(), item_contents::num_item_stacks(), recipe_dict, itype::recipes, string_id< T >::str(), calendar::turn, and item::typeId().

◆ conduct_blood_analysis()

void Character::conduct_blood_analysis ( ) const

Definition at line 2024 of file character.cpp.

2025{
2026 std::vector<std::string> effect_descriptions;
2027 std::vector<nc_color> colors;
2028
2029 for( auto &elem : *effects ) {
2030 if( elem.first->get_blood_analysis_description().empty() ) {
2031 continue;
2032 }
2033 effect_descriptions.emplace_back( elem.first->get_blood_analysis_description() );
2034 colors.emplace_back( elem.first->get_rating() == e_good ? c_green : c_red );
2035 }
2036
2037 const int win_w = 46;
2038 size_t win_h = 0;
2040 ui_adaptor ui;
2041 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2042 win_h = std::min( static_cast<size_t>( TERMY ),
2043 std::max<size_t>( 1, effect_descriptions.size() ) + 2 );
2044 w = catacurses::newwin( win_h, win_w,
2045 point( ( TERMX - win_w ) / 2, ( TERMY - win_h ) / 2 ) );
2046 ui.position_from_window( w );
2047 } );
2048 ui.mark_resize();
2049 ui.on_redraw( [&]( const ui_adaptor & ) {
2050 draw_border( w, c_red, string_format( " %s ", _( "Blood Test Results" ) ) );
2051 if( effect_descriptions.empty() ) {
2052 trim_and_print( w, point( 2, 1 ), win_w - 3, c_white, _( "No effects." ) );
2053 } else {
2054 for( size_t line = 1; line < ( win_h - 1 ) && line <= effect_descriptions.size(); ++line ) {
2055 trim_and_print( w, point( 2, line ), win_w - 3, colors[line - 1], effect_descriptions[line - 1] );
2056 }
2057 }
2058 wnoutrefresh( w );
2059 } );
2060 input_context ctxt( "BLOOD_TEST_RESULTS" );
2061 ctxt.register_action( "CONFIRM" );
2062 ctxt.register_action( "QUIT" );
2063 ctxt.register_action( "HELP_KEYBINDINGS" );
2064 bool stop = false;
2065 // Display new messages
2066 g->invalidate_main_ui_adaptor();
2067 while( !stop ) {
2069 const std::string action = ctxt.handle_input();
2070 if( action == "CONFIRM" || action == "QUIT" ) {
2071 stop = true;
2072 }
2073 }
2074}
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
Represents a context in which a set of actions can be performed.
Definition: input.h:386
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
@ action
Definition: dialogue.h:36
@ e_good
Definition: effect.h:29
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6462
std::string colors()
Definition: path_info.cpp:146
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
Definition: overmap_ui.h:17
int TERMX
Definition: output.cpp:47
int TERMY
Definition: output.cpp:48
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575

References _, action, c_green, c_red, c_white, PATH_INFO::colors(), draw_border(), e_good, Creature::effects, g, input_context::handle_input(), line(), catacurses::newwin(), ui_manager::redraw(), input_context::register_action(), string_format(), TERMX, TERMY, trim_and_print(), and catacurses::wnoutrefresh().

Referenced by activate_bionic(), and iexamine::autodoc().

◆ consume_charges()

bool Character::consume_charges ( item used,
int  qty 
)

Consume charges of a tool or comestible item, potentially destroying it in the process.

Parameters
useditem consuming the charges
qtynumber of charges to consume which must be non-zero
Returns
true if item was destroyed

Definition at line 7515 of file character.cpp.

7516{
7517 if( qty < 0 ) {
7518 debugmsg( "Tried to consume negative charges" );
7519 return false;
7520 }
7521
7522 if( qty == 0 ) {
7523 return false;
7524 }
7525
7526 if( !used.is_tool() && !used.is_food() && !used.is_medication() ) {
7527 debugmsg( "Tried to consume charges for non-tool, non-food, non-med item" );
7528 return false;
7529 }
7530
7531 // Consume comestibles destroying them if no charges remain
7532 if( used.is_food() || used.is_medication() ) {
7533 used.charges -= qty;
7534 if( used.charges <= 0 ) {
7535 i_rem( &used );
7536 return true;
7537 }
7538 return false;
7539 }
7540
7541 // Tools which don't require ammo are instead destroyed
7542 if( used.is_tool() && !used.ammo_required() ) {
7543 i_rem( &used );
7544 return true;
7545 }
7546
7547 if( used.is_power_armor() ) {
7548 if( used.charges >= qty ) {
7549 used.ammo_consume( qty, pos() );
7550 } else if( as_player()->can_interface_armor() && has_charges( itype_bio_armor, qty ) ) {
7552 } else {
7553 use_charges( itype_UPS, qty );
7554 }
7555 }
7556
7557 // USE_UPS never occurs on base items but is instead added by the UPS tool mod
7558 if( used.has_flag( flag_USE_UPS ) ) {
7559 // With the new UPS system, we'll want to use any charges built up in the tool before pulling from the UPS
7560 // The usage of the item was already approved, so drain item if possible, otherwise use UPS
7561 if( used.charges >= qty ) {
7562 used.ammo_consume( qty, pos() );
7563 } else {
7564 use_charges( itype_UPS, qty );
7565 }
7566 } else {
7567 used.ammo_consume( std::min( qty, used.ammo_remaining() ), pos() );
7568 }
7569 return false;
7570}
static const std::string flag_USE_UPS("USE_UPS")
static const itype_id itype_bio_armor("bio_armor")
std::list< item > use_charges(const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9663
bool is_tool() const
Definition: item.cpp:6833
bool is_food() const
Definition: item.cpp:6472
int ammo_consume(int qty, const tripoint &pos)
Consume ammo (if available) and return the amount of ammo that was consumed.
Definition: item.cpp:7354

References item::ammo_consume(), item::ammo_remaining(), item::ammo_required(), Creature::as_player(), item::charges, debugmsg, flag_USE_UPS(), has_charges(), item::has_flag(), i_rem(), item::is_food(), item::is_medication(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, pos(), and use_charges().

Referenced by chop_plank_activity(), chop_tree_activity(), feedpet(), activity_handlers::firstaid_finish(), npc::heal_player(), npc::heal_self(), invoke_item(), activity_handlers::jackhammer_finish(), petfood(), activity_handlers::pickaxe_finish(), npc::pretend_heal(), activity_handlers::repair_item_finish(), activity_handlers::shear_finish(), and activity_handlers::start_fire_finish().

◆ consume_effects()

bool Character::consume_effects ( item food)

Handles the effects of consuming an item.

Definition at line 1157 of file consumption.cpp.

1158{
1159 if( !food.is_comestible() ) {
1160 debugmsg( "called Character::consume_effects with non-comestible" );
1161 return false;
1162 }
1163
1164 if( has_trait( trait_THRESH_PLANT ) && food.type->can_use( "PLANTBLECH" ) ) {
1165 // Was used to cap nutrition and thirst, but no longer does this
1166 return false;
1167 }
1170 // No good can come of this.
1171 return false;
1172 }
1173
1174 const auto &comest = *food.get_comestible();
1175
1176 // Rotten food causes health loss
1177 const float relative_rot = food.get_relative_rot();
1178 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) &&
1180 const float rottedness = clamp( 2 * relative_rot - 2.0f, 0.1f, 1.0f );
1181 // ~-1 health per 1 nutrition at halfway-rotten-away, ~0 at "just got rotten"
1182 // But always round down
1183 int h_loss = -rottedness * comest.get_default_nutr();
1184 mod_healthy_mod( h_loss, -200 );
1185 add_msg( m_debug, "%d health from %0.2f%% rotten food", h_loss, rottedness );
1186 }
1187
1188 // Used in hibernation messages.
1189 const auto nutr = nutrition_for( food );
1190 const bool skip_health = has_trait( trait_PROJUNK2 ) && comest.healthy < 0;
1191 // We can handle junk just fine
1192 if( !skip_health ) {
1193 modify_health( comest );
1194 }
1195 modify_stimulation( comest );
1196 modify_fatigue( comest );
1197 modify_radiation( comest );
1198 modify_addiction( comest );
1199 modify_morale( food, nutr );
1200
1201 // Moved here and changed a bit - it was too complex
1202 // Incredibly minor stuff like this shouldn't require complexity
1203 if( !is_npc() && has_trait( trait_SLIMESPAWNER ) &&
1206 _( "You feel as though you're going to split open! In a good way?" ) );
1207 mod_pain( 5 );
1208 int numslime = 1;
1209 for( int i = 0; i < numslime; i++ ) {
1210 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
1211 slime->friendly = -1;
1212 }
1213 }
1214 mod_stored_kcal( -400 );
1215 mod_thirst( 40 );
1216 //~ slimespawns have *small voices* which may be the Nice equivalent
1217 //~ of the Rat King's ALL CAPS invective. Probably shared-brain telepathy.
1218 add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) );
1219 }
1220
1221 // Set up food for ingestion
1222 const item &contained_food = food.is_container() ? food.get_contained() : food;
1223 food_summary ingested{
1224 compute_effective_nutrients( contained_food )
1225 };
1226 // Maybe move tapeworm to digestion
1227 if( has_effect( effect_tapeworm ) ) {
1228 ingested.nutr /= 2;
1229 }
1230
1231 int excess_kcal = get_stored_kcal() + stomach.get_calories() + ingested.nutr.kcal -
1233
1234 // Moved hypermetabolism check here to prevent it being gimped by various bloating/vomit problems.
1235 if( excess_kcal > 0 && has_trait( trait_EATHEALTH ) ) {
1236 healall( roll_remainder( excess_kcal / 50.0f ) );
1237 mod_stored_kcal( -excess_kcal );
1238 excess_kcal = 0;
1239 }
1240
1241 int excess_quench = -( get_thirst() - comest.quench );
1242 stomach.ingest( ingested );
1243 mod_thirst( -contained_food.type->comestible->quench );
1244
1245
1246 if( ( excess_kcal > 0 || excess_quench > 0 ) && !food.has_flag( flag_NO_BLOAT ) &&
1248 add_effect( effect_bloated, 5_minutes );
1249 }
1250
1251 return true;
1252}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
void modify_addiction(const islot_comestible &comest)
Used to apply addiction modifications from food and medication.
void modify_stimulation(const islot_comestible &comest)
Used to apply stimulation modifications from food and medication.
void modify_morale(item &food, int nutr=0)
Used to apply morale modifications from food and medication.
void modify_radiation(const islot_comestible &comest)
Used to apply radiation from food and medication.
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4414
stomach_contents stomach
Definition: character.h:1527
void modify_health(const islot_comestible &comest)
Used to apply health modifications from food and medication.
int nutrition_for(const item &comest) const
Handles the nutrition value for a comestible.
void healall(int dam)
Heals all body parts for dam.
Definition: character.cpp:8658
void modify_fatigue(const islot_comestible &comest)
Used to apply fatigue modifications from food and medication.
bool is_container() const
Whether this is container.
Definition: item.cpp:6599
double get_relative_rot() const
Get rot value relative to shelf life (or 0 if item does not spoil)
Definition: item.cpp:5450
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:6920
void ingest(const food_summary &ingested)
Directly adds food to stomach contents.
Definition: stomach.cpp:126
int get_calories() const
Definition: stomach.cpp:179
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const bionic_id bio_digestion("bio_digestion")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PROJUNK2("PROJUNK2")
static const trait_id trait_SAPROVORE("SAPROVORE")
static const efftype_id effect_bloated("bloated")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_GOURMAND("GOURMAND")
static const trait_id trait_SAPROPHAGE("SAPROPHAGE")
static const std::string flag_NO_BLOAT("NO_BLOAT")
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:86

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_digestion, itype::can_use(), clamp(), itype::comestible, compute_effective_nutrients(), debugmsg, effect_bloated, effect_tapeworm, flag_NO_BLOAT(), g, stomach_contents::get_calories(), item::get_comestible(), item::get_contained(), item::get_relative_rot(), get_stored_kcal(), get_thirst(), item::has_any_flag(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), healall(), herbivore_blacklist(), stomach_contents::ingest(), item::is_comestible(), item::is_container(), Creature::is_npc(), m_debug, m_good, m_mixed, max_stored_kcal(), mod_healthy_mod(), Creature::mod_pain(), mod_stored_kcal(), mod_thirst(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), mon_player_blob, nutrition_for(), pos(), roll_remainder(), slaked, stomach, trait_EATHEALTH, trait_GOURMAND, trait_HERBIVORE, trait_PROJUNK2, trait_RUMINANT, trait_SAPROPHAGE, trait_SAPROVORE, trait_SLIMESPAWNER, trait_THRESH_PLANT, and item::type.

Referenced by player::consume_med(), player::eat(), iuse::ecig(), and try_consume().

◆ consume_remote_fuel()

int Character::consume_remote_fuel ( int  amount)

Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful).

Definition at line 1410 of file bionics.cpp.

1411{
1412 int unconsumed_amount = amount;
1413 const std::vector<item *> cables = items_with( []( const item & it ) {
1414 return it.active && it.has_flag( flag_CABLE_SPOOL );
1415 } );
1416
1417 map &here = get_map();
1418 for( const item *cable : cables ) {
1419 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1420 if( target ) {
1421 const optional_vpart_position vp = here.veh_at( *target );
1422 if( !vp ) {
1423 continue;
1424 }
1425 unconsumed_amount = vp->vehicle().discharge_battery( amount );
1426 }
1427 }
1428
1429 if( unconsumed_amount > 0 ) {
1430 static const item_filter used_ups = [&]( const item & itm ) {
1431 return itm.get_var( "cable" ) == "plugged_in";
1432 };
1433 if( has_charges( itype_UPS_off, unconsumed_amount, used_ups ) ) {
1434 use_charges( itype_UPS_off, unconsumed_amount, used_ups );
1435 unconsumed_amount -= 1;
1436 } else if( has_charges( itype_adv_UPS_off, unconsumed_amount, used_ups ) ) {
1437 use_charges( itype_adv_UPS_off, roll_remainder( unconsumed_amount * 0.6 ), used_ups );
1438 unconsumed_amount -= 1;
1439 }
1440 }
1441
1442 return unconsumed_amount;
1443}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS_off("UPS_off")
std::function< bool(const item &)> item_filter
Definition: game.h:119

References item::active, flag_CABLE_SPOOL(), get_map(), has_charges(), item::has_flag(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, pos(), roll_remainder(), and use_charges().

Referenced by burn_fuel().

◆ cough()

void Character::cough ( bool  harmful = false,
int  loudness = 4 
)

Definition at line 7647 of file character.cpp.

7648{
7650 return;
7651 }
7652
7653 if( harmful ) {
7654 const int stam = get_stamina();
7655 const int malus = get_stamina_max() * 0.05; // 5% max stamina
7656 mod_stamina( -malus );
7657 if( stam < malus && x_in_y( malus - stam, malus ) && one_in( 6 ) ) {
7658 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
7659 }
7660 }
7661
7662 if( !is_npc() ) {
7663 add_msg( m_bad, _( "You cough heavily." ) );
7664 }
7665 sounds::sound( pos(), loudness, sounds::sound_t::speech, _( "a hacking cough." ), false, "misc",
7666 "cough" );
7667
7668 moves -= 80;
7669
7670 add_effect( effect_recently_coughed, 5_minutes );
7671}
static const efftype_id effect_cough_suppress("cough_suppress")
static const efftype_id effect_recently_coughed("recently_coughed")

References _, Creature::add_effect(), add_msg(), apply_damage(), effect_cough_suppress, effect_recently_coughed, get_stamina(), get_stamina_max(), Creature::has_effect(), Creature::is_npc(), m_bad, mod_stamina(), Creature::moves, one_in(), pos(), sounds::sound(), sounds::speech, and x_in_y().

Referenced by eff_fun_fungus(), and player::process_one_effect().

◆ covered_with_flag()

bool Character::covered_with_flag ( const std::string &  flag,
const body_part_set parts 
) const

Definition at line 8977 of file character.cpp.

8978{
8979 if( parts.none() ) {
8980 return true;
8981 }
8982
8983 body_part_set to_cover( parts );
8984
8985 for( const auto &elem : worn ) {
8986 if( !elem.has_flag( flag ) ) {
8987 continue;
8988 }
8989
8990 to_cover &= ~elem.get_covered_body_parts();
8991
8992 if( to_cover.none() ) {
8993 return true; // Allows early exit.
8994 }
8995 }
8996
8997 return to_cover.none();
8998}
bool none() const
Definition: bodypart.h:249

References body_part_set::none(), and worn.

Referenced by is_waterproof().

◆ crafting_inventory() [1/2]

const inventory & Character::crafting_inventory ( bool  clear_path)

◆ crafting_inventory() [2/2]

const inventory & Character::crafting_inventory ( const tripoint src_pos = tripoint_zero,
int  radius = PICKUP_RANGE,
bool  clear_path = true 
)

Definition at line 558 of file crafting.cpp.

560{
561 tripoint inv_pos = src_pos;
562 if( src_pos == tripoint_zero ) {
563 inv_pos = pos();
564 }
565 if( cached_moves == moves
567 && cached_position == inv_pos ) {
569 }
570 cached_crafting_inventory.form_from_map( inv_pos, radius, this, false, clear_path );
574 for( const bionic &bio : *my_bionics ) {
575 const bionic_data &bio_data = bio.info();
576 if( ( !bio_data.activated || bio.powered ) &&
577 !bio_data.fake_item.is_empty() ) {
578 cached_crafting_inventory += item( bio.info().fake_item,
580 }
581 }
582 if( has_trait( trait_BURROW ) ) {
585 }
586
589 cached_position = inv_pos;
590 // cache the qualities of the items in cached_crafting_inventory
593}
tripoint cached_position
Definition: character.h:2197
int cached_moves
Definition: character.h:2196
inventory cached_crafting_inventory
Definition: character.h:2198
void form_from_map(const tripoint &origin, int range, const Character *pl=nullptr, bool assign_invlet=true, bool clear_path=true)
Definition: inventory.cpp:473
void update_quality_cache()
Definition: inventory.cpp:1115
static const trait_id trait_BURROW("BURROW")
bool activated
Is true if a bionic is an active instead of a passive bionic.
Definition: bionics.h:49

References bionic_data::activated, cached_crafting_inventory, cached_moves, cached_position, cached_time, bionic_data::fake_item, inventory::form_from_map(), get_power_level(), has_trait(), inv, string_id< T >::is_empty(), Creature::moves, my_bionics, pos(), units::to_kilojoule(), trait_BURROW, tripoint_zero, calendar::turn, inventory::update_quality_cache(), weapon, and worn.

◆ crit_chance()

double Character::crit_chance ( float  roll_hit,
float  target_dodge,
const item weap 
) const

Returns the chance to critical given a hit roll and target's dodge roll.

Unarmed increases critical chance with UNARMED_WEAPON Dexterity increases chance for critical hits Perception increases chance for critical hits Bashing increases critical chance with bashing weapons Cutting increases critical chance with cutting weapons Stabbing increases critical chance with piercing weapons Unarmed increases critical chance with unarmed weapons Melee slightly increases critical chance with any item

Definition at line 742 of file melee.cpp.

743{
744 // Weapon to-hit roll
745 double weapon_crit_chance = 0.5;
746 if( weap.is_unarmed_weapon() ) {
747 // Unarmed attack: 1/2 of unarmed skill is to-hit
748 /** @EFFECT_UNARMED increases critical chance with UNARMED_WEAPON */
749 weapon_crit_chance = 0.5 + 0.05 * get_skill_level( skill_unarmed );
750 }
751
752 if( weap.type->m_to_hit > 0 ) {
753 weapon_crit_chance = std::max( weapon_crit_chance, 0.5 + 0.1 * weap.type->m_to_hit );
754 } else if( weap.type->m_to_hit < 0 ) {
755 weapon_crit_chance += 0.1 * weap.type->m_to_hit;
756 }
757 weapon_crit_chance = limit_probability( weapon_crit_chance );
758
759 // Dexterity and perception
760 /** @EFFECT_DEX increases chance for critical hits */
761
762 /** @EFFECT_PER increases chance for critical hits */
763 const double stat_crit_chance = limit_probability( 0.25 + 0.01 * dex_cur + ( 0.02 * per_cur ) );
764
765 /** @EFFECT_BASHING increases critical chance with bashing weapons */
766 /** @EFFECT_CUTTING increases critical chance with cutting weapons */
767 /** @EFFECT_STABBING increases critical chance with piercing weapons */
768 /** @EFFECT_UNARMED increases critical chance with unarmed weapons */
769 int sk = get_skill_level( weap.melee_skill() );
770 if( has_active_bionic( bio_cqb ) ) {
771 sk = std::max( sk, BIO_CQB_LEVEL );
772 }
773
774 /** @EFFECT_MELEE slightly increases critical chance with any item */
775 sk += get_skill_level( skill_melee ) / 2.5;
776
777 const double skill_crit_chance = limit_probability( 0.25 + sk * 0.025 );
778
779 // Examples (survivor stats/chances of each critical):
780 // Fresh (skill-less) 8/8/8/8, unarmed:
781 // 50%, 49%, 25%; ~1/16 guaranteed critical + ~1/8 if roll>dodge*1.5
782 // Expert (skills 10) 10/10/10/10, unarmed:
783 // 100%, 55%, 60%; ~1/3 guaranteed critical + ~4/10 if roll>dodge*1.5
784 // Godlike with combat CBM 20/20/20/20, pipe (+1 accuracy):
785 // 60%, 100%, 42%; ~1/4 guaranteed critical + ~3/8 if roll>dodge*1.5
786
787 // Note: the formulas below are only valid if none of the 3 critical chance values go above 1.0
788 // It is therefore important to limit them to between 0.0 and 1.0
789
790 // Chance to get all 3 criticals (a guaranteed critical regardless of hit/dodge)
791 const double chance_triple = weapon_crit_chance * stat_crit_chance * skill_crit_chance;
792 // Only check double critical (one that requires hit/dodge comparison) if we have good
793 // hit vs dodge
794 if( roll_hit > target_dodge * 3 / 2 ) {
795 const double chance_double = 0.5 * (
796 weapon_crit_chance * stat_crit_chance +
797 stat_crit_chance * skill_crit_chance +
798 weapon_crit_chance * skill_crit_chance -
799 ( 3 * chance_triple ) );
800 // Because chance_double already removed the triples with -( 3 * chance_triple ),
801 // chance_triple and chance_double are mutually exclusive probabilities and can just
802 // be added together.
804 melee::melee_stats.double_crit_chance += chance_double + chance_triple;
805 return chance_triple + chance_double;
806 }
808 melee::melee_stats.crit_chance += chance_triple;
809 return chance_triple;
810}
bool is_unarmed_weapon() const
Definition: item.cpp:738
skill_id melee_skill() const
The most relevant skill used with this melee weapon.
Definition: item.cpp:7077
double limit_probability(double unbounded_probability)
Limits a probability to be between 0.0 and 1.0.
Definition: melee.cpp:737
melee_statistic_data melee_stats
Definition: melee.cpp:2455
int m_to_hit
Definition: itype.h:1000
double crit_chance
Definition: melee.h:15
int double_crit_count
Definition: melee.h:11
double double_crit_chance
Definition: melee.h:14

References bio_cqb, BIO_CQB_LEVEL, melee_statistic_data::crit_chance, melee_statistic_data::crit_count, dex_cur, melee_statistic_data::double_crit_chance, melee_statistic_data::double_crit_count, get_skill_level(), has_active_bionic(), item::is_unarmed_weapon(), limit_probability(), itype::m_to_hit, item::melee_skill(), melee::melee_stats, per_cur, skill_melee, skill_unarmed, and item::type.

Referenced by item::combat_info(), item::effective_dps(), and scored_crit().

◆ crossed_threshold()

bool Character::crossed_threshold ( ) const

Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold.

Definition at line 8721 of file character.cpp.

8722{
8723 for( const trait_id &mut : get_mutations() ) {
8724 if( mut->threshold ) {
8725 return true;
8726 }
8727 }
8728 return false;
8729}

References get_mutations(), and mutation_branch::threshold.

Referenced by character_display::disp_info(), draw_tip(), player::hardcoded_effects(), marloss_common(), modify_morale(), conditional_t< T >::set_has_trait_flag(), and test_crossing_threshold().

◆ deactivate_bionic()

bool Character::deactivate_bionic ( int  b,
bool  eff_only = false 
)

Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.

Definition at line 1064 of file bionics.cpp.

1065{
1066 bionic &bio = ( *my_bionics )[b];
1067
1068 if( bio.incapacitated_time > 0_turns ) {
1069 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be deactivated." ),
1070 bio.info().name );
1071 return false;
1072 }
1073
1074 if( bio.info().is_remote_fueled ) {
1076 }
1077
1078 // Just do the effect, no stat changing or messages
1079 if( !eff_only ) {
1080 if( !bio.powered ) {
1081 // It's already off!
1082 return false;
1083 }
1084 if( !bio.info().has_flag( flag_BIONIC_TOGGLED ) ) {
1085 // It's a fire-and-forget bionic, we can't turn it off but have to wait for
1086 //it to run out of charge
1087 add_msg_if_player( m_info, _( "You can't deactivate your %s manually!" ),
1088 bio.info().name );
1089 return false;
1090 }
1091 if( get_power_level() < bio.info().power_deactivate ) {
1092 add_msg_if_player( m_info, _( "You don't have the power to deactivate your %s." ),
1093 bio.info().name );
1094 return false;
1095 }
1096
1097 //We can actually deactivate now, do deactivation-y things
1099 bio.powered = false;
1100 add_msg_if_player( m_neutral, _( "You deactivate your %s." ), bio.info().name );
1101 }
1102
1103 // Deactivation effects go here
1104 if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
1105 if( weapon.typeId() == bio.info().fake_item ) {
1106 add_msg_if_player( _( "You withdraw your %s." ), weapon.tname() );
1107 if( g->u.sees( pos() ) ) {
1108 add_msg_if_npc( m_info, _( "<npcname> withdraws %s %s." ), disp_name( true ),
1109 weapon.tname() );
1110 }
1111 bio.ammo_loaded =
1112 weapon.ammo_data() != nullptr ? weapon.ammo_data()->get_id() : itype_id::NULL_ID();
1113 bio.ammo_count = static_cast<unsigned int>( weapon.ammo_remaining() );
1114 weapon = item();
1116 }
1117 } else if( bio.id == bio_cqb ) {
1118 martial_arts_data->selected_style_check();
1119 } else if( bio.id == bio_remote ) {
1120 if( g->remoteveh() != nullptr && !has_active_item( itype_remotevehcontrol ) ) {
1121 g->setremoteveh( nullptr );
1122 } else if( !get_value( "remote_controlling" ).empty() &&
1124 set_value( "remote_controlling", "" );
1125 }
1126 } else if( bio.id == bio_tools ) {
1128 } else if( bio.id == bio_ads ) {
1130 bio.energy_stored = 0_kJ;
1131 }
1132
1133 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1135 reset();
1136 if( !bio.id->enchantments.empty() ) {
1138 }
1139
1140 // Also reset crafting inventory cache if this bionic spawned a fake item
1141 if( !bio.info().fake_item.is_empty() ) {
1143 }
1144
1145 // Compatibility with old saves without the toolset hammerspace
1146 if( !eff_only && bio.id == bio_tools && !has_bionic( bionic_TOOLS_EXTEND ) ) {
1147 // E X T E N D T O O L S
1149 }
1150
1151 return true;
1152}
static const bionic_id bio_ads("bio_ads")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const bionic_id bionic_TOOLS_EXTEND("bio_tools_extend")
static const itype_id itype_radiocontrol("radiocontrol")
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2561
void reset_remote_fuel()
Definition: bionics.cpp:1445
virtual void add_msg_if_npc(const std::string &) const
Definition: creature.h:635
const itype * ammo_data() const
Specific ammo data, returns nullptr if item is neither ammo nor loaded with any.
Definition: item.cpp:7407
static const string_id< itype > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
units::energy power_deactivate
Power cost on deactivation.
Definition: bionics.h:39

References _, add_bionic(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), bionic::ammo_count, item::ammo_data(), bionic::ammo_loaded, item::ammo_remaining(), b, bio_ads, bio_cqb, bio_remote, bio_tools, bionic_TOOLS_EXTEND, disp_name(), bionic_data::enchantments, bionic::energy_stored, bionic_data::fake_item, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, g, itype::get_id(), get_power_level(), Creature::get_value(), has_active_item(), has_bionic(), bionic_data::has_flag(), bionic::id, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, itype_radiocontrol, itype_remotevehcontrol, m_info, m_neutral, martial_arts_data, mod_power_level(), bionic_data::name, string_id< itype >::NULL_ID(), pos(), bionic_data::power_deactivate, bionic::powered, recalculate_enchantment_cache(), reset(), reset_encumbrance(), reset_remote_fuel(), Creature::set_value(), item::tname(), item::typeId(), and weapon.

Referenced by absorb_hit(), burn_fuel(), npc::deactivate_bionic_by_id(), player::power_bionics(), process_bionic(), and uninstall_bionic().

◆ deactivate_mutation()

void Character::deactivate_mutation ( const trait_id mut)

Definition at line 610 of file mutation.cpp.

611{
612 my_mutations[mut].powered = false;
613
614 // Handle stat changes from deactivation
615 apply_mods( mut, false );
617 const mutation_branch &mdata = mut.obj();
618 if( mdata.transform ) {
619 const cata::value_ptr<mut_transform> trans = mdata.transform;
620 mod_moves( -trans->moves );
621 switch_mutations( mut, trans->target, trans->active );
622 }
623
624 if( !mut->enchantments.empty() ) {
626 }
627}
void apply_mods(const trait_id &mut, bool add_remove)
Applies stat mods to character.
Definition: mutation.cpp:206
std::vector< enchantment_id > enchantments
mutation enchantments
Definition: mutation.h:236

References apply_mods(), mutation_branch::enchantments, Creature::mod_moves(), my_mutations, string_id< T >::obj(), recalc_sight_limits(), recalculate_enchantment_cache(), switch_mutations(), and mutation_branch::transform.

Referenced by player::power_mutations(), and player::power_mutations_ui().

◆ deal_damage()

dealt_damage_instance Character::deal_damage ( Creature source,
bodypart_id  bp,
const damage_instance d 
)
overridevirtual

Calls Creature::deal_damage and handles damaged effects (waking up, etc.)

Dexterity increases chance to avoid being grabbed

Reimplemented from Creature.

Definition at line 8468 of file character.cpp.

8470{
8471 if( has_trait( trait_DEBUG_NODMG ) ) {
8472 return dealt_damage_instance();
8473 }
8474
8475 const body_part bp_token = bp->token;
8476 if( bp_token == num_bp ) {
8477 debugmsg( "Wacky bodypart hit!" );
8478 return dealt_damage_instance();
8479 }
8480
8481 //damage applied here
8482 dealt_damage_instance dealt_dams = Creature::deal_damage( source, bp, d );
8483 //block reduction should be by applied this point
8484 int dam = dealt_dams.total_damage();
8485
8486 // TODO: Pre or post blit hit tile onto "this"'s location here
8487 if( dam > 0 && g->u.sees( pos() ) ) {
8488 g->draw_hit_player( *this, dam );
8489
8490 if( is_player() && source ) {
8491 //monster hits player melee
8492 SCT.add( point( posx(), posy() ),
8493 direction_from( point_zero, point( posx() - source->posx(), posy() - source->posy() ) ),
8494 get_hp_bar( dam, get_hp_max( bp ) ).first, m_bad, body_part_name( bp ), m_neutral );
8495 }
8496 }
8497
8498 // handle snake artifacts
8499 if( has_artifact_with( AEP_SNAKES ) && dam >= 6 ) {
8500 const int snakes = dam / 6;
8501 int spawned = 0;
8502 for( int i = 0; i < snakes; i++ ) {
8503 if( monster *const snake = g->place_critter_around( mon_shadow_snake, pos(), 1 ) ) {
8504 snake->friendly = -1;
8505 spawned++;
8506 }
8507 }
8508 if( spawned == 1 ) {
8509 add_msg( m_warning, _( "A snake sprouts from your body!" ) );
8510 } else if( spawned >= 2 ) {
8511 add_msg( m_warning, _( "Some snakes sprout from your body!" ) );
8512 }
8513 }
8514
8515 // And slimespawners too
8516 if( ( has_trait( trait_SLIMESPAWNER ) ) && ( dam >= 10 ) && one_in( 20 - dam ) ) {
8517 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
8518 slime->friendly = -1;
8519 add_msg_if_player( m_warning, _( "Slime is torn from you, and moves on its own!" ) );
8520 }
8521 }
8522
8523 //Acid blood effects.
8524 bool u_see = g->u.sees( *this );
8525 int cut_dam = dealt_dams.type_damage( DT_CUT );
8526 if( source && has_trait( trait_ACIDBLOOD ) && !one_in( 3 ) &&
8527 ( dam >= 4 || cut_dam > 0 ) && ( rl_dist( g->u.pos(), source->pos() ) <= 1 ) ) {
8528 if( is_player() ) {
8529 add_msg( m_good, _( "Your acidic blood splashes %s in mid-attack!" ),
8530 source->disp_name() );
8531 } else if( u_see ) {
8532 add_msg( _( "%1$s's acidic blood splashes on %2$s in mid-attack!" ),
8533 disp_name(), source->disp_name() );
8534 }
8535 damage_instance acidblood_damage;
8536 acidblood_damage.add_damage( DT_ACID, rng( 4, 16 ) );
8537 if( !one_in( 4 ) ) {
8538 source->deal_damage( this, bodypart_id( "arm_l" ), acidblood_damage );
8539 source->deal_damage( this, bodypart_id( "arm_r" ), acidblood_damage );
8540 } else {
8541 source->deal_damage( this, bodypart_id( "torso" ), acidblood_damage );
8542 source->deal_damage( this, bodypart_id( "head" ), acidblood_damage );
8543 }
8544 }
8545
8546 int recoil_mul = 100;
8547
8548 if( bp == bodypart_id( "eyes" ) ) {
8549 if( dam > 5 || cut_dam > 0 ) {
8550 const time_duration minblind = std::max( 1_turns, 1_turns * ( dam + cut_dam ) / 10 );
8551 const time_duration maxblind = std::min( 5_turns, 1_turns * ( dam + cut_dam ) / 4 );
8552 add_effect( effect_blind, rng( minblind, maxblind ) );
8553 }
8554 } else if( bp == bodypart_id( "hand_l" ) || bp == bodypart_id( "arm_l" ) ||
8555 bp == bodypart_id( "hand_r" ) || bp == bodypart_id( "arm_r" ) ) {
8556 recoil_mul = 200;
8557 } else if( bp == bodypart_id( "num_bp" ) ) {
8558 debugmsg( "Wacky body part hit!" );
8559 }
8560
8561
8562
8563 // TODO: Scale with damage in a way that makes sense for power armors, plate armor and naked skin.
8564 recoil += recoil_mul * weapon.volume() / 250_ml;
8565 recoil = std::min( MAX_RECOIL, recoil );
8566 //looks like this should be based off of dealt damages, not d as d has no damage reduction applied.
8567 // Skip all this if the damage isn't from a creature. e.g. an explosion.
8568 if( source != nullptr ) {
8569 if( source->has_flag( MF_GRABS ) && !source->is_hallucination() &&
8570 !source->has_effect( effect_grabbing ) ) {
8571 /** @EFFECT_DEX increases chance to avoid being grabbed */
8572
8573 if( has_grab_break_tec() && ( rng( 0, get_dex() ) > rng( 0, 10 ) ) ) {
8574 if( has_effect( effect_grabbed ) ) {
8575 add_msg_if_player( m_warning, _( "The %s tries to grab you as well, but you bat it away!" ),
8576 source->disp_name() );
8577 } else {
8578 add_msg_player_or_npc( m_info, _( "The %s tries to grab you, but you break its grab!" ),
8579 _( "The %s tries to grab <npcname>, but they break its grab!" ),
8580 source->disp_name() );
8581 }
8582 } else {
8583 int prev_effect = get_effect_int( effect_grabbed );
8584 add_effect( effect_grabbed, 2_turns, bp_torso, prev_effect + 2 );
8585 source->add_effect( effect_grabbing, 2_turns );
8586 add_msg_player_or_npc( m_bad, _( "You are grabbed by %s!" ), _( "<npcname> is grabbed by %s!" ),
8587 source->disp_name() );
8588 }
8589 }
8590 }
8591
8592 if( get_option<bool>( "FILTHY_WOUNDS" ) ) {
8593 int sum_cover = 0;
8594 for( const item &i : worn ) {
8595 if( i.covers( bp->token ) && i.is_filthy() ) {
8596 sum_cover += i.get_coverage();
8597 }
8598 }
8599
8600 // Chance of infection is damage (with cut and stab x4) * sum of coverage on affected body part, in percent.
8601 // i.e. if the body part has a sum of 100 coverage from filthy clothing,
8602 // each point of damage has a 1% change of causing infection.
8603 if( sum_cover > 0 ) {
8604 const int cut_type_dam = dealt_dams.type_damage( DT_CUT ) + dealt_dams.type_damage( DT_STAB );
8605 const int combined_dam = dealt_dams.type_damage( DT_BASH ) + ( cut_type_dam * 4 );
8606 const int infection_chance = ( combined_dam * sum_cover ) / 100;
8607 if( x_in_y( infection_chance, 100 ) ) {
8608 if( has_effect( effect_bite, bp->token ) ) {
8609 add_effect( effect_bite, 40_minutes, bp->token );
8610 } else if( has_effect( effect_infected, bp->token ) ) {
8611 add_effect( effect_infected, 25_minutes, bp->token );
8612 } else {
8613 add_effect( effect_bite, 1_turns, bp->token );
8614 }
8615 add_msg_if_player( _( "Filth from your clothing has implanted deep in the wound." ) );
8616 }
8617 }
8618 }
8619
8620 on_hurt( source );
8621 return dealt_dams;
8622}
static const efftype_id effect_blind("blind")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const efftype_id effect_grabbing("grabbing")
static const mtype_id mon_shadow_snake("mon_shadow_snake")
static const efftype_id effect_grabbed("grabbed")
bool has_grab_break_tec() const override
Returns true if the player has a grab breaking technique available.
virtual int posy() const =0
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
virtual const tripoint & pos() const =0
virtual dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &dam)
Deals the damage via an attack.
Definition: creature.cpp:879
virtual bool has_flag(const m_flag) const
Definition: creature.h:482
virtual int get_hp_max() const
Definition: creature.cpp:1669
virtual int posx() const =0
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
@ AEP_SNAKES
Definition: enums.h:109
@ MF_GRABS
Definition: mtype.h:76
bool snake(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:1428
static constexpr point point_zero
Definition: point.h:274
void add_damage(damage_type dt, float amt, float arpen=0.0f, float arpen_mult=1.0f, float dmg_mult=1.0f)
Adds damage to the instance.
Definition: damage.cpp:41
int type_damage(damage_type dt) const
Definition: damage.cpp:172
int total_damage() const
Definition: damage.cpp:180

References _, scrollingcombattext::add(), damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SNAKES, body_part_name(), bp_torso, Creature::deal_damage(), debugmsg, direction_from(), Creature::disp_name(), disp_name(), DT_ACID, DT_BASH, DT_CUT, DT_STAB, effect_bite, effect_blind, effect_grabbed, effect_grabbing, effect_infected, g, get_dex(), Creature::get_effect_int(), get_hp_bar(), Creature::get_hp_max(), has_artifact_with(), Creature::has_effect(), Creature::has_flag(), has_grab_break_tec(), has_trait(), Creature::is_hallucination(), Creature::is_player(), m_bad, m_good, m_info, m_neutral, m_warning, MAX_RECOIL, MF_GRABS, mon_player_blob, mon_shadow_snake, num_bp, on_hurt(), one_in(), point_zero, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), recoil, rl_dist(), rng(), SCT, trapfunc::snake(), dealt_damage_instance::total_damage(), trait_ACIDBLOOD, trait_DEBUG_NODMG, trait_SLIMESPAWNER, dealt_damage_instance::type_damage(), item::volume(), weapon, worn, and x_in_y().

Referenced by mattack::bio_op_impale(), mattack::bio_op_takedown(), map::burn_body_part(), map::crush(), trapfunc::dissector(), explosion_handler::do_blast(), map::drop_furniture(), eff_fun_onfire(), forced_dismount(), trapfunc::goo(), hitall(), player::impact(), player::knock_back_to(), game::knockback(), trapfunc::lava(), melee_special_effects(), petfood(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), map::player_in_field(), smash(), trapfunc::snare_heavy(), and mattack::thrown_by_judo().

◆ defer_move()

bool Character::defer_move ( const tripoint next)

Definition at line 10549 of file character.cpp.

10550{
10551 // next must be adjacent to current pos
10552 if( square_dist( next, pos() ) != 1 ) {
10553 return false;
10554 }
10555 // next must be adjacent to subsequent move in any preexisting automove route
10556 if( has_destination() && square_dist( auto_move_route.front(), next ) != 1 ) {
10557 return false;
10558 }
10559 auto_move_route.insert( auto_move_route.begin(), next );
10561 return true;
10562}
bool has_destination() const
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505

References auto_move_route, has_destination(), next_expected_position, pos(), and square_dist().

Referenced by avatar_action::move().

◆ did_hit()

void Character::did_hit ( Creature target)

Definition at line 8392 of file character.cpp.

8393{
8394 enchantment_cache->cast_hit_you( *this, target );
8395}

References enchantment_cache.

Referenced by melee_attack().

◆ die()

void Character::die ( Creature killer)
overridevirtual

Empty function.

Should always be overwritten by the appropriate player/NPC/monster version.

Implements Creature.

Reimplemented in npc.

Definition at line 3482 of file character.cpp.

3483{
3484 g->set_critter_died();
3485 set_killer( nkiller );
3487 if( has_effect( effect_lightsnare ) ) {
3490 }
3491 if( has_effect( effect_heavysnare ) ) {
3494 }
3495 if( has_effect( effect_beartrap ) ) {
3497 }
3499}
static const itype_id itype_string_36("string_36")
static const efftype_id effect_lightsnare("lightsnare")
static const itype_id itype_snare_trigger("snare_trigger")
static const itype_id itype_beartrap("beartrap")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_heavysnare("heavysnare")
static const itype_id itype_rope_6("rope_6")
void set_time_died(const time_point &time)
set the turn the turn the character died if not already done
Definition: character.h:1412
static void on_creature_death(Creature &poor_dead_dude)
various callbacks from events that may affect all missions
Definition: mission.cpp:132

References inventory::add_item(), effect_beartrap, effect_heavysnare, effect_lightsnare, g, Creature::has_effect(), inv, itype_beartrap, itype_rope_6, itype_snare_trigger, itype_string_36, mission::on_creature_death(), Creature::set_killer(), set_time_died(), calendar::start_of_cataclysm, and calendar::turn.

Referenced by debug_menu::debug(), and npc::die().

◆ dismount()

void Character::dismount ( )

Definition at line 1247 of file character.cpp.

1248{
1249 if( !is_mounted() ) {
1250 add_msg( m_debug, "dismount called when not riding" );
1251 return;
1252 }
1253 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Dismount where?" ) ) ) {
1254 if( !g->is_empty( *pnt ) ) {
1255 add_msg( m_warning, _( "You cannot dismount there!" ) );
1256 return;
1257 }
1259 monster *critter = mounted_creature.get();
1260 critter->mounted_player_id = character_id();
1261 if( critter->has_flag( MF_RIDEABLE_MECH ) && !critter->type->mech_weapon.is_empty() &&
1262 weapon.typeId() == critter->type->mech_weapon ) {
1264 }
1265 if( is_avatar() && g->u.get_grab_type() != OBJECT_NONE ) {
1266 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1267 g->u.grab( OBJECT_NONE );
1268 }
1269 critter->remove_effect( effect_ridden );
1270 critter->add_effect( effect_ai_waiting, 5_turns );
1271 mounted_creature = nullptr;
1272 critter->mounted_player = nullptr;
1273 setpos( *pnt );
1274 mod_moves( -100 );
1276 }
1277}
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_riding("riding")
static const efftype_id effect_ridden("ridden")
void setpos(const tripoint &p) override
Definition: character.h:797
virtual void set_movement_mode(character_movemode mode)=0
virtual bool is_avatar() const
Definition: creature.h:95
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1831
Character * mounted_player
Definition: monster.h:461
const mtype * type
Definition: monster.h:481
character_id mounted_player_id
Definition: monster.h:462
item remove_item(item &it)
Removes and returns the item which must be contained by this instance.
Definition: visitable.cpp:563
@ OBJECT_NONE
Definition: enums.h:187
itype_id mech_weapon
If this monster is a rideable mech with built-in weapons, this is the weapons id.
Definition: mtype.h:368

References _, monster::add_effect(), add_msg(), character_id, choose_adjacent(), CMM_WALK, effect_ai_waiting, effect_ridden, effect_riding, g, monster::has_flag(), Creature::is_avatar(), string_id< T >::is_empty(), is_mounted(), m_debug, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player, monster::mounted_player_id, OBJECT_NONE, Creature::remove_effect(), visitable< Character >::remove_item(), set_movement_mode(), setpos(), monster::type, item::typeId(), and weapon.

Referenced by game::handle_action().

◆ disp_name()

std::string Character::disp_name ( bool  possessive = false,
bool  capitalize_first = false 
) const
overridevirtual

Returns either "you" or the player's name.

capitalize_first assumes that the character's name is already upper case and uses it only for possessive "your" and "you"

Implements Creature.

Definition at line 546 of file character.cpp.

547{
548 if( !possessive ) {
549 if( is_player() ) {
550 return capitalize_first ? _( "You" ) : _( "you" );
551 }
552 return name;
553 } else {
554 if( is_player() ) {
555 return capitalize_first ? _( "Your" ) : _( "your" );
556 }
557 return string_format( _( "%s's" ), name );
558 }
559}

References _, Creature::is_player(), name, and string_format().

Referenced by activity_on_turn_move_loot(), add_addiction(), iuse::artifact(), talk_function::assign_camp(), iexamine::autodoc(), best_installer(), bionics_install_failure(), activity_handlers::build_do_turn(), can_uninstall_bionic(), npc::character_danger(), game::chat(), check_and_recover_morale(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), complete_construction(), deactivate_bionic(), deal_damage(), faction_manager::display(), npc::do_npc_read(), npc::do_player_activity(), avatar::do_read(), npc::execute_action(), fetch_activity(), npc::finish_read(), talk_function::goto_location(), npc::handle_sound(), npc::heal_player(), npc::heal_self(), install_bionics(), game::list_missions(), npc::method_of_attack(), talk_function::morale_chat(), talk_function::morale_chat_activity(), npc::mutiny(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_operate(), monster::nursebot_operate(), player::on_hit(), npc::on_load(), npc::pretend_fire(), npc::pretend_heal(), monster::print_info(), npc::reach_omt_destination(), avatar::read(), game_menus::inv::read(), requirements_map(), talk_effect_fun_t::set_consume_item(), npc::set_fac(), npc::set_known_to_u(), talk_function::start_camp(), player::uncanny_dodge(), uninstall_bionic(), trading_window::update_win(), musical_instrument_actor::use(), heal_actor::use_healing_item(), and npc::use_painkiller().

◆ dispose_item()

bool Character::dispose_item ( item_location &&  obj,
const std::string &  prompt = std::string() 
)
virtual

Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.

Parameters
objitem to dispose of
promptoptional message to display in any menu
Returns
whether the item was successfully disposed of

Reimplemented in npc.

Definition at line 7366 of file character.cpp.

7367{
7368 uilist menu;
7369 menu.text = prompt.empty() ? string_format( _( "Dispose of %s" ), obj->tname() ) : prompt;
7370
7371 using dispose_option = struct {
7372 std::string prompt;
7373 bool enabled;
7374 char invlet;
7375 int moves;
7376 std::function<bool()> action;
7377 };
7378
7379 std::vector<dispose_option> opts;
7380
7381 const bool bucket = obj->is_bucket_nonempty();
7382
7383 opts.emplace_back( dispose_option{
7384 bucket ? _( "Spill contents and store in inventory" ) : _( "Store in inventory" ),
7385 volume_carried() + obj->volume() <= volume_capacity(), '1',
7386 item_handling_cost( *obj ),
7387 [this, bucket, &obj] {
7388 if( bucket && !obj->spill_contents( *this ) )
7389 {
7390 return false;
7391 }
7392
7393 moves -= item_handling_cost( *obj );
7394 inv.add_item_keep_invlet( *obj );
7395 inv.unsort();
7396 obj.remove_item();
7397 return true;
7398 }
7399 } );
7400
7401 opts.emplace_back( dispose_option{
7402 _( "Drop item" ), true, '2', 0, [this, &obj] {
7404 obj.remove_item();
7405 return true;
7406 }
7407 } );
7408
7409 opts.emplace_back( dispose_option{
7410 bucket ? _( "Spill contents and wear item" ) : _( "Wear item" ),
7411 can_wear( *obj ).success(), '3', item_wear_cost( *obj ),
7412 [this, bucket, &obj] {
7413 if( bucket && !obj->spill_contents( *this ) )
7414 {
7415 return false;
7416 }
7417
7418 item it = *obj;
7419 obj.remove_item();
7420 return !!wear_item( it );
7421 }
7422 } );
7423
7424 for( auto &e : worn ) {
7425 if( e.can_holster( *obj ) ) {
7426 auto ptr = dynamic_cast<const holster_actor *>( e.type->get_use( "holster" )->get_actor_ptr() );
7427 opts.emplace_back( dispose_option{
7428 string_format( _( "Store in %s" ), e.tname() ), true, e.invlet,
7429 item_store_cost( *obj, e, false, ptr->draw_cost ),
7430 [this, ptr, &e, &obj] {
7431 return ptr->store( *this->as_player(), e, *obj );
7432 }
7433 } );
7434 }
7435 }
7436
7437 int w = utf8_width( menu.text, true ) + 4;
7438 for( const auto &e : opts ) {
7439 w = std::max( w, utf8_width( e.prompt, true ) + 4 );
7440 }
7441 for( auto &e : opts ) {
7442 e.prompt += std::string( w - utf8_width( e.prompt, true ), ' ' );
7443 }
7444
7445 menu.text.insert( 0, 2, ' ' ); // add space for UI hotkeys
7446 menu.text += std::string( w + 2 - utf8_width( menu.text, true ), ' ' );
7447 menu.text += _( " | Moves " );
7448
7449 for( const auto &e : opts ) {
7450 menu.addentry( -1, e.enabled, e.invlet, string_format( e.enabled ? "%s | %-7d" : "%s |",
7451 e.prompt, e.moves ) );
7452 }
7453
7454 menu.query();
7455 if( menu.ret >= 0 ) {
7456 return opts[menu.ret].action();
7457 }
7458 return false;
7459}
cata::optional< std::list< item >::iterator > wear_item(const item &to_wear, bool interactive=true)
Wear item; returns nullopt on fail, or pointer to newly worn item on success.
Definition: character.cpp:2181
int item_handling_cost(const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when handling (e.g.
Definition: character.cpp:7572
int item_wear_cost(const item &it) const
Calculate (but do not deduct) the number of moves required to wear an item.
Definition: character.cpp:7611
int item_store_cost(const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when storing an item in a container.
Definition: character.cpp:7596
ret_val< bool > can_wear(const item &it, bool with_equip_change=false) const
Check character capable of wearing an item.
Definition: character.cpp:2942
Holster a weapon.
Definition: iuse_actor.h:843
void unsort()
Definition: inventory.cpp:227
void add_item_keep_invlet(item newit)
Definition: inventory.cpp:385
void remove_item()
Removes the selected item from the game.
bool spill_contents(Character &c)
Unloads the item's contents.
Definition: item.cpp:6928
bool is_bucket_nonempty() const
Definition: item.cpp:6625
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
@ prompt
Definition: pickup.h:30

References _, action, inventory::add_item_keep_invlet(), uilist::addentry(), Creature::as_player(), can_wear(), deliberate, enabled, inv, item_handling_cost(), item_store_cost(), item_wear_cost(), Creature::moves, pickup::prompt, ptr(), put_into_vehicle_or_drop(), uilist::query(), visitable< T >::remove_item(), uilist::ret, string_format(), uilist::text, inventory::unsort(), utf8_width(), volume_capacity(), volume_carried(), wear_item(), and worn.

Referenced by activate_bionic(), item::reload(), and player::unwield().

◆ do_damage_for_bionic_failure()

void Character::do_damage_for_bionic_failure ( int  min_damage,
int  max_damage 
)

Definition at line 2351 of file bionics.cpp.

2352{
2353 std::set<bodypart_id> bp_hurt;
2354 for( const bodypart_id &bp : get_all_body_parts() ) {
2355 if( has_effect( effect_under_op, bp->token ) ) {
2356 if( bp_hurt.count( bp->main_part ) > 0 ) {
2357 continue;
2358 }
2359 bp_hurt.emplace( bp->main_part );
2360 }
2361 }
2362
2363 if( bp_hurt.empty() ) {
2364 // If no bodypart associetd with bionic- just damage torso.
2365 // Special check for power storage - it does not belong to any body part.
2366 bp_hurt.emplace( bodypart_str_id( "torso" ) );
2367 }
2368
2369 for( const bodypart_id &bp : bp_hurt ) {
2370 int damage = rng( min_damage, max_damage );
2371 int hp = get_hp( bp );
2372 if( damage >= hp && ( bp == bodypart_str_id( "head" ) || bp == bodypart_str_id( "torso" ) ) ) {
2373 add_effect( effect_infected, 1_hours, bp->token );
2374 add_msg_player_or_npc( m_bad, _( "Your %s is infected." ), _( "<npcname>'s %s is infected." ),
2376 damage = hp * 0.8f;
2377 }
2378 apply_damage( this, bp, damage, true );
2379 if( damage > 15 )
2380 add_msg_player_or_npc( m_bad, _( "Your %s is severely damaged." ),
2381 _( "<npcname>'s %s is severely damaged." ),
2383 else
2384 add_msg_player_or_npc( m_bad, _( "Your %s is damaged." ), _( "<npcname>'s %s is damaged." ),
2386
2387 }
2388}
static const efftype_id effect_under_op("under_operation")
static const efftype_id effect_infected("infected")
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
virtual int get_hp() const
Definition: creature.cpp:1652

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), body_part_name_accusative(), effect_infected, effect_under_op, Creature::get_all_body_parts(), Creature::get_hp(), Creature::has_effect(), m_bad, and rng().

Referenced by bionics_install_failure(), and bionics_uninstall_failure().

◆ do_skill_rust()

void Character::do_skill_rust ( )
protected

Definition at line 3532 of file character.cpp.

3533{
3534 const int rust_rate_tmp = rust_rate();
3535 static const std::string PRED2( "PRED2" );
3536 static const std::string PRED3( "PRED3" );
3537 static const std::string PRED4( "PRED4" );
3538 for( std::pair<const skill_id, SkillLevel> &pair : *_skills ) {
3539 const Skill &aSkill = *pair.first;
3540 SkillLevel &skill_level_obj = pair.second;
3541
3542 if( aSkill.is_combat_skill() &&
3543 ( ( has_trait_flag( PRED2 ) && calendar::once_every( 8_hours ) ) ||
3544 ( has_trait_flag( PRED3 ) && calendar::once_every( 4_hours ) ) ||
3545 ( has_trait_flag( PRED4 ) && calendar::once_every( 3_hours ) ) ) ) {
3546 // Their brain is optimized to remember this
3547 if( one_in( 13 ) ) {
3548 // They've already passed the roll to avoid rust at
3549 // this point, but print a message about it now and
3550 // then.
3551 //
3552 // 13 combat skills.
3553 // This means PRED2/PRED3/PRED4 think of hunting on
3554 // average every 8/4/3 hours, enough for immersion
3555 // without becoming an annoyance.
3556 //
3557 add_msg_if_player( _( "Your heart races as you recall your most recent hunt." ) );
3558 mod_stim( 1 );
3559 }
3560 continue;
3561 }
3562
3563 const bool charged_bio_mem = get_power_level() > 25_J && has_active_bionic( bio_memory );
3564 const int oldSkillLevel = skill_level_obj.level();
3565 if( skill_level_obj.rust( charged_bio_mem, rust_rate_tmp ) ) {
3567 _( "Your knowledge of %s begins to fade, but your memory banks retain it!" ), aSkill.name() );
3568 mod_power_level( -25_J );
3569 }
3570 const int newSkill = skill_level_obj.level();
3571 if( newSkill < oldSkillLevel ) {
3572 add_msg_if_player( m_bad, _( "Your skill in %s has reduced to %d!" ), aSkill.name(), newSkill );
3573 }
3574 }
3575}
bool has_trait_flag(const std::string &b) const
Returns true if player has a trait with a flag.
Definition: mutation.cpp:108
int rust_rate() const
Returns the player's skill rust rate.
Definition: character.cpp:3400
void mod_stim(int mod)
Definition: character.cpp:7171
int level() const
Definition: skill.h:125
bool rust(bool charged_bio_mem, int character_rate)
Definition: skill.cpp:269
Definition: skill.h:33
std::string name() const
Definition: skill.h:68
bool is_combat_skill() const
Definition: skill.cpp:211

References _, _skills, Creature::add_msg_if_player(), bio_memory, get_power_level(), has_active_bionic(), has_trait_flag(), Skill::is_combat_skill(), SkillLevel::level(), m_bad, m_warning, mod_power_level(), mod_stim(), Skill::name(), calendar::once_every(), one_in(), SkillLevel::rust(), and rust_rate().

Referenced by update_body().

◆ drench()

void Character::drench ( int  saturation,
const body_part_set flags,
bool  ignore_waterproof 
)

Drenches the player with water, saturation is the percent gotten wet.

Definition at line 1757 of file suffer.cpp.

1758{
1759 if( saturation < 1 ) {
1760 return;
1761 }
1762
1763 // OK, water gets in your AEP suit or whatever. It wasn't built to keep you dry.
1765 ( !ignore_waterproof && is_waterproof( flags ) ) ) {
1766 return;
1767 }
1768
1769 // Make the body wet
1770 for( const body_part bp : all_body_parts ) {
1771 // Different body parts have different size, they can only store so much water
1772 int bp_wetness_max = 0;
1773 if( flags.test( bp ) ) {
1774 bp_wetness_max = drench_capacity[bp];
1775 }
1776
1777 if( bp_wetness_max == 0 ) {
1778 continue;
1779 }
1780 // Different sources will only make the bodypart wet to a limit
1781 int source_wet_max = saturation * bp_wetness_max * 2 / 100;
1782 int wetness_increment = ignore_waterproof ? 100 : 2;
1783 // Respect maximums
1784 const int wetness_max = std::min( source_wet_max, bp_wetness_max );
1785 if( body_wetness[bp] < wetness_max ) {
1786 body_wetness[bp] = std::min( wetness_max, body_wetness[bp] + wetness_increment );
1787 }
1788 }
1789
1792 get_value( "waterproof_scent" ).empty() ) {
1793 add_msg_if_player( m_info, _( "The water wash away the scent." ) );
1794 restore_scent();
1795 }
1796
1797 if( is_weak_to_water() ) {
1798 add_msg_if_player( m_bad, _( "You feel the water burning your skin." ) );
1799 }
1800
1801 // Remove onfire effect
1802 if( saturation > 10 || x_in_y( saturation, 10 ) ) {
1804 }
1805}
bool is_waterproof(const body_part_set &parts) const
Definition: character.cpp:9000
bool is_weak_to_water() const
Definition: mutation.cpp:414
void restore_scent()
restore scent after masked_scent effect run out or is removed by water
Definition: character.cpp:8769
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_SHELL2("SHELL2")
static const efftype_id effect_onfire("onfire")

References _, Creature::add_msg_if_player(), all_body_parts, body_wetness, bp_torso, drench_capacity, effect_masked_scent, effect_onfire, Creature::get_value(), has_active_mutation(), Creature::has_effect(), has_trait(), is_waterproof(), is_weak_to_water(), m_bad, m_info, Creature::remove_effect(), restore_scent(), body_part_set::test(), trait_DEBUG_NOTEMP, trait_SHELL2, and x_in_y().

Referenced by player::pause(), game::place_player(), and avatar_action::swim().

◆ drench_mut_calc()

void Character::drench_mut_calc ( )

Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)

Definition at line 7946 of file character.cpp.

7947{
7948 for( const body_part bp : all_body_parts ) {
7949 int ignored = 0;
7950 int neutral = 0;
7951 int good = 0;
7952
7953 for( const trait_id &iter : get_mutations() ) {
7954 const mutation_branch &mdata = iter.obj();
7955 const auto wp_iter = mdata.protection.find( bp );
7956 if( wp_iter != mdata.protection.end() ) {
7957 ignored += wp_iter->second.x;
7958 neutral += wp_iter->second.y;
7959 good += wp_iter->second.z;
7960 }
7961 }
7962
7963 mut_drench[bp][WT_GOOD] = good;
7965 mut_drench[bp][WT_IGNORED] = ignored;
7966 }
7967}
@ good
Item should display as green (action possible at the moment)
std::map< body_part, tripoint > protection
Definition: mutation.h:267

References all_body_parts, get_mutations(), mut_drench, neutral, mutation_branch::protection, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ drop() [1/2]

void Character::drop ( const drop_locations what,
const tripoint target,
bool  stash = false 
)
virtual

Reimplemented in npc.

Definition at line 2527 of file character.cpp.

2529{
2530 if( what.empty() ) {
2531 return;
2532 }
2533
2534 if( rl_dist( pos(), target ) > 1 || !( stash || get_map().can_put_items( target ) ) ) {
2535 add_msg_player_or_npc( m_info, _( "You can't place items here!" ),
2536 _( "<npcname> can't place items here!" ) );
2537 return;
2538 }
2539
2540 if( stash ) {
2541 assign_activity( stash_activity_actor( *this, what, target - pos() ) );
2542 } else {
2543 assign_activity( drop_activity_actor( *this, what, false, target - pos() ) );
2544 }
2545}

References _, Creature::add_msg_player_or_npc(), assign_activity(), get_map(), m_info, pos(), and rl_dist().

◆ drop() [2/2]

void Character::drop ( item_location  loc,
const tripoint where 
)

Drops an item to the specified location.

Definition at line 2505 of file character.cpp.

2506{
2507 item &oThisItem = *loc;
2508 if( is_wielding( oThisItem ) ) {
2509 const auto ret = can_unwield( *loc );
2510
2511 if( !ret.success() ) {
2512 add_msg( m_info, "%s", ret.c_str() );
2513 return;
2514 }
2515 } else if( is_wearing( oThisItem ) ) {
2516 const auto ret = as_player()->can_takeoff( *loc );
2517
2518 if( !ret.success() ) {
2519 add_msg( m_info, "%s", ret.c_str() );
2520 return;
2521 }
2522 }
2523
2524 drop( { drop_location( loc, loc->count() ) }, where );
2525}
bool is_wielding(const item &target) const
Definition: character.cpp:3235
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2505
ret_val< bool > can_takeoff(const item &it, const std::list< item > *res=nullptr) const
Check player capable of taking off an item.
Definition: player.cpp:2782
iuse_location drop_location

References add_msg(), Creature::as_player(), player::can_takeoff(), can_unwield(), item::count(), drop(), is_wearing(), is_wielding(), m_info, and cata::hash64_detail::ret.

Referenced by game::drop(), npc::drop(), drop(), game::drop_in_direction(), monexamine::give_items_to(), harvest_common(), i_add_or_drop(), examine_item_menu::run(), suffer_from_schizophrenia(), and player::takeoff().

◆ drop_invalid_inventory()

void Character::drop_invalid_inventory ( )

Definition at line 3198 of file character.cpp.

3199{
3200 bool dropped_liquid = false;
3201 for( const std::list<item> *stack : inv.const_slice() ) {
3202 const item &it = stack->front();
3203 if( it.made_of( LIQUID ) ) {
3204 dropped_liquid = true;
3205 get_map().add_item_or_charges( pos(), it );
3206 // must be last
3207 i_rem( &it );
3208 }
3209 }
3210 if( dropped_liquid ) {
3211 add_msg_if_player( m_bad, _( "Liquid from your inventory has leaked onto the ground." ) );
3212 }
3213
3214 if( volume_carried() > volume_capacity() ) {
3215 auto items_to_drop = inv.remove_randomly_by_volume( volume_carried() - volume_capacity() );
3217 }
3218}
std::list< item > remove_randomly_by_volume(const units::volume &volume)
Randomly select items until the volume quota is filled.
Definition: inventory.cpp:756
const_invslice const_slice() const
Definition: inventory.cpp:143
@ LIQUID
Definition: enums.h:175

References _, map::add_item_or_charges(), Creature::add_msg_if_player(), inventory::const_slice(), get_map(), i_rem(), inv, LIQUID, m_bad, item::made_of(), pos(), put_into_vehicle_or_drop(), inventory::remove_randomly_by_volume(), tumbling, volume_capacity(), and volume_carried().

Referenced by absorb_hit(), player_activity::do_turn(), npc::execute_action(), player::process_turn(), and npc_trading::trade().

◆ effective_dispersion()

int Character::effective_dispersion ( int  dispersion) const
Perception penalizes sight dispersion when low.

Definition at line 567 of file character.cpp.

568{
569 /** @EFFECT_PER penalizes sight dispersion when low. */
570 dispersion += ranged_per_mod();
571
572 dispersion += encumb( bp_eyes ) / 2;
573
574 return std::max( dispersion, 0 );
575}
virtual int ranged_per_mod() const
Definition: character.cpp:4135

References bp_eyes, encumb(), and ranged_per_mod().

Referenced by get_aim_types(), get_fastest_sight(), get_most_accurate_sight(), item::gun_info(), player::gun_value(), target_ui::panel_recoil(), print_aim(), and target_ui::run().

◆ encumb()

◆ enforce_minimum_healing()

void Character::enforce_minimum_healing ( )

Definition at line 4611 of file character.cpp.

4612{
4613 for( const bodypart_id &bp : get_all_body_parts() ) {
4614 if( get_part_healed_total( bp ) <= 0 ) {
4615 heal( bp, 1 );
4616 }
4617 set_part_healed_total( bp, 0 );
4618 }
4619}
void heal(const bodypart_id &healed, int dam)
Heals a body_part for dam.
Definition: character.cpp:8649
void set_part_healed_total(const bodypart_id &id, int set)
Definition: creature.cpp:1585
int get_part_healed_total(const bodypart_id &id) const
Definition: creature.cpp:1570

References Creature::get_all_body_parts(), Creature::get_part_healed_total(), heal(), and Creature::set_part_healed_total().

Referenced by update_body().

◆ enough_power_for()

bool Character::enough_power_for ( const bionic_id bid) const

Definition at line 2019 of file character.cpp.

2020{
2021 return power_level >= bid->power_activate;
2022}
units::energy power_level
Definition: character.h:2171

References bionic_data::power_activate, and power_level.

Referenced by activate_bionic(), and iexamine::fireplace().

◆ enumerate_unmet_requirements()

std::string Character::enumerate_unmet_requirements ( const item it,
const item context = item() 
) const

Returns a string of missed requirements (both stats and skills)

Definition at line 3376 of file character.cpp.

3377{
3378 std::vector<std::string> unmet_reqs;
3379
3380 const auto check_req = [ &unmet_reqs ]( const std::string & name, int cur, int req ) {
3381 if( cur < req ) {
3382 unmet_reqs.push_back( string_format( "%s %d", name, req ) );
3383 }
3384 };
3385
3386 check_req( _( "strength" ), get_str(), it.get_min_str() );
3387 check_req( _( "dexterity" ), get_dex(), it.type->min_dex );
3388 check_req( _( "intelligence" ), get_int(), it.type->min_int );
3389 check_req( _( "perception" ), get_per(), it.type->min_per );
3390
3391 for( const auto &elem : it.type->min_skills ) {
3392 check_req( context.contextualize_skill( elem.first )->name(),
3393 get_skill_level( elem.first, context ),
3394 elem.second );
3395 }
3396
3397 return enumerate_as_string( unmet_reqs );
3398}
int get_min_str() const
Definition: item.cpp:9911
skill_id contextualize_skill(const skill_id &id) const
Puts the skill in context of the item.
Definition: item.cpp:9833
int min_dex
Definition: itype.h:940
int min_int
Definition: itype.h:941
int min_per
Definition: itype.h:942
std::map< skill_id, int > min_skills
Definition: itype.h:938

References _, item::contextualize_skill(), enumerate_as_string(), get_dex(), get_int(), item::get_min_str(), get_per(), get_skill_level(), get_str(), itype::min_dex, itype::min_int, itype::min_per, itype::min_skills, name, Skill::name(), string_format(), and item::type.

Referenced by can_use(), and gunmod_inventory_preset::get_denial().

◆ env_surgery_bonus()

float Character::env_surgery_bonus ( int  radius)

Calculate skill bonus from tiles in radius.

Definition at line 2230 of file bionics.cpp.

2231{
2232 float bonus = 1.0;
2233 map &here = get_map();
2234 for( const tripoint &cell : here.points_in_radius( pos(), radius ) ) {
2235 if( here.furn( cell )->surgery_skill_multiplier ) {
2236 bonus = std::max( bonus, *here.furn( cell )->surgery_skill_multiplier );
2237 }
2238 }
2239 return bonus;
2240}
furn_id furn(const tripoint &p) const
Definition: map.cpp:1348
cata::optional< float > surgery_skill_multiplier
Definition: mapdata.h:517

References map::furn(), get_map(), map::points_in_radius(), pos(), and furn_t::surgery_skill_multiplier.

Referenced by bionics_adjusted_skill().

◆ exclusive_flag_coverage()

body_part_set Character::exclusive_flag_coverage ( const std::string &  flag) const

Bitset of all the body parts covered only with items with flag (or nothing)

Definition at line 4044 of file character.cpp.

4045{
4047
4048 for( const auto &elem : worn ) {
4049 if( !elem.has_flag( flag ) ) {
4050 // Unset the parts covered by this item
4051 ret &= ~elem.get_covered_body_parts();
4052 }
4053 }
4054
4055 return ret;
4056}
static body_part_set all()
Definition: bodypart.h:233

References body_part_set::all(), cata::hash64_detail::ret, and worn.

Referenced by apply_wetness_morale(), mut_cbm_encumb(), mutation_attacks(), player::reset_stats(), and swim_speed().

◆ expose_to_disease()

void Character::expose_to_disease ( diseasetype_id  dis_type)

Determine if character is susceptible to dis_type and if so apply the symptoms.

Definition at line 1624 of file character.cpp.

1625{
1626 const cata::optional<int> &healt_thresh = dis_type->health_threshold;
1627 if( healt_thresh && healt_thresh.value() < get_healthy() ) {
1628 return;
1629 }
1630 const std::set<body_part> &bps = dis_type->affected_bodyparts;
1631 if( !bps.empty() ) {
1632 for( const body_part &bp : bps ) {
1633 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), bp,
1634 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1635 }
1636 } else {
1637 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), num_bp,
1638 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1639 }
1640}
virtual int get_healthy() const
Getters for health values exclusive to characters.
Definition: character.cpp:4141
time_duration min_duration
Definition: disease.h:26
cata::optional< int > health_threshold
If not empty this sets the health threshold above which you're immune to the disease.
Definition: disease.h:33
int max_intensity
Definition: disease.h:29
efftype_id symptoms
effect applied by this disease
Definition: disease.h:35
std::set< body_part > affected_bodyparts
Affected body parts.
Definition: disease.h:31
int min_intensity
Definition: disease.h:28
time_duration max_duration
Definition: disease.h:27

References Creature::add_effect(), disease_type::affected_bodyparts, get_healthy(), disease_type::health_threshold, disease_type::max_duration, disease_type::max_intensity, disease_type::min_duration, disease_type::min_intensity, num_bp, rng(), disease_type::symptoms, and cata::optional< T >::value().

Referenced by player::eat().

◆ extended_description()

std::string Character::extended_description ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 6609 of file character.cpp.

6610{
6611 std::string ss;
6612 if( is_player() ) {
6613 // <bad>This is me, <player_name>.</bad>
6614 ss += string_format( _( "This is you - %s." ), name );
6615 } else {
6616 ss += string_format( _( "This is %s, %s" ), name, male ? _( "male" ) : _( "female" ) );
6617 }
6618
6619 ss += "\n--\n";
6620
6621 const std::vector<bodypart_id> &bps = get_all_body_parts( true );
6622 // Find length of bp names, to align
6623 // accumulate looks weird here, any better function?
6624 int longest = std::accumulate( bps.begin(), bps.end(), 0,
6625 []( int m, bodypart_id bp ) {
6626 return std::max( m, utf8_width( body_part_name_as_heading( bp->token, 1 ) ) );
6627 } );
6628
6629 // This is a stripped-down version of the body_window function
6630 // This should be extracted into a separate function later on
6631 for( const bodypart_id &bp : bps ) {
6632 // Hide appendix from the player
6633 if( bp->id.str() == "num_bp" ) {
6634 continue;
6635 }
6636 const std::string &bp_heading = body_part_name_as_heading( bp->token, 1 );
6637
6638 const nc_color state_col = limb_color( bp, true, true, true );
6639 nc_color name_color = state_col;
6640 std::pair<std::string, nc_color> hp_bar = get_hp_bar( get_part_hp_cur( bp ), get_part_hp_max( bp ),
6641 false );
6642
6643 ss += colorize( left_justify( bp_heading, longest ), name_color );
6644 ss += colorize( hp_bar.first, hp_bar.second );
6645 // Trailing bars. UGLY!
6646 // TODO: Integrate into get_hp_bar somehow
6647 ss += colorize( std::string( 5 - utf8_width( hp_bar.first ), '.' ), c_white );
6648 ss += "\n";
6649 }
6650
6651 ss += "--\n";
6652 ss += _( "Wielding:" ) + std::string( " " );
6653 if( weapon.is_null() ) {
6654 ss += _( "Nothing" );
6655 } else {
6656 ss += weapon.tname();
6657 }
6658
6659 ss += "\n";
6660 ss += _( "Wearing:" ) + std::string( " " );
6661 ss += enumerate_as_string( worn.begin(), worn.end(), []( const item & it ) {
6662 return it.tname();
6663 } );
6664
6665 return replace_colors( ss );
6666}
std::string left_justify(const std::string &str, const int width, const bool ignore_tags)
bool male
Definition: character.h:1505
std::string replace_colors(std::string text)
Replace special color tags (e.g.

References _, body_part_name_as_heading(), c_white, colorize(), enumerate_as_string(), Creature::get_all_body_parts(), get_hp_bar(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), int_id< T >::id(), item::is_null(), Creature::is_player(), left_justify(), limb_color(), male, name, replace_colors(), string_format(), item::tname(), utf8_width(), weapon, and worn.

Referenced by npc::extended_description().

◆ extraEncumbrance()

int Character::extraEncumbrance ( layer_level  level,
int  bp 
) const

Get encumbrance penalty per layer & body part.

Definition at line 3690 of file character.cpp.

3691{
3692 return encumbrance_cache->elems[bp].layer_penalty_details[static_cast<int>( level )].total;
3693}

References encumbrance_cache.

◆ fall_asleep() [1/2]

void Character::fall_asleep ( )

Adds "sleep" to the player.

Definition at line 9277 of file character.cpp.

9278{
9279 // Communicate to the player that he is using items on the floor
9280 std::string item_name = is_snuggling();
9281 if( item_name == "many" ) {
9282 if( one_in( 15 ) ) {
9283 add_msg_if_player( _( "You nestle your pile of clothes for warmth." ) );
9284 } else {
9285 add_msg_if_player( _( "You use your pile of clothes for warmth." ) );
9286 }
9287 } else if( item_name != "nothing" ) {
9288 if( one_in( 15 ) ) {
9289 add_msg_if_player( _( "You snuggle your %s to keep warm." ), item_name );
9290 } else {
9291 add_msg_if_player( _( "You use your %s to keep warm." ), item_name );
9292 }
9293 }
9295 if( get_stored_kcal() > max_stored_kcal() - bmr() / 4 &&
9297 if( is_avatar() ) {
9298 g->memorial().add( pgettext( "memorial_male", "Entered hibernation." ),
9299 pgettext( "memorial_female", "Entered hibernation." ) );
9300 }
9301
9302 add_msg_if_player( _( "You enter hibernation." ) );
9303 fall_asleep( 7_days );
9304 } else {
9306 _( "You need to be nearly full of food and water to enter hibernation." ) );
9307 }
9308 }
9309
9310 fall_asleep( 10_hours ); // default max sleep time.
9311}
static const trait_id trait_HIBERNATE("HIBERNATE")
int bmr() const
Definition: character.cpp:6966
std::string is_snuggling() const
Checks to see if the player is using floor items to keep warm, and return the name of one such item i...
Definition: character.cpp:9330

References _, Creature::add_msg_if_player(), bmr(), fall_asleep(), g, get_stored_kcal(), get_thirst(), has_active_mutation(), Creature::is_avatar(), is_snuggling(), m_bad, max_stored_kcal(), one_in(), pgettext(), thirsty, and trait_HIBERNATE.

Referenced by check_needs_extremes(), fall_asleep(), iexamine::flower_poppy(), player::hardcoded_effects(), introduce_into_anesthesia(), marloss_common(), iuse::mycus(), player::process_one_effect(), suffer_from_stimulants(), suffer_while_awake(), try_reject_mutagen(), activity_handlers::try_sleep_do_turn(), and mutagen_iv_actor::use().

◆ fall_asleep() [2/2]

void Character::fall_asleep ( const time_duration duration)

Definition at line 9313 of file character.cpp.

9314{
9315 if( activity ) {
9316 if( activity.id() == ACT_TRY_SLEEP ) {
9318 } else {
9320 }
9321 }
9322 add_effect( effect_sleep, duration );
9323}
void cancel_activity()
Definition: character.cpp:9237
void set_to_null()
This replaces the former usage act.type = ACT_NULL

References ACT_TRY_SLEEP, activity, Creature::add_effect(), cancel_activity(), effect_sleep, player_activity::id(), and player_activity::set_to_null().

◆ feed_furnace_with()

bool Character::feed_furnace_with ( item it)

Definition at line 1319 of file consumption.cpp.

1320{
1321 if( !can_feed_furnace_with( it ) ) {
1322 return false;
1323 }
1324 if( it.is_favorite &&
1325 !g->u.query_yn( _( "Are you sure you want to eat your favorited %s?" ), it.tname() ) ) {
1326 return false;
1327 }
1328
1329 const int consumed_charges = std::min( it.charges, it.charges_per_volume( furnace_max_volume ) );
1331
1332 if( energy == 0 ) {
1334 _( "You digest your %s, but fail to acquire energy from it." ),
1335 _( "<npcname> digests their %s for energy, but fails to acquire energy from it." ),
1336 it.tname() );
1337 } else if( is_max_power() ) {
1339 _( "You digest your %s, but you're fully powered already, so the energy is wasted." ),
1340 _( "<npcname> digests a %s for energy, they're fully powered already, so the energy is wasted." ),
1341 it.tname() );
1342 } else {
1343 const int profitable_energy = std::min( energy,
1345 if( it.count_by_charges() ) {
1347 vgettext( "You digest %d %s and recharge %d point of energy.",
1348 "You digest %d %s and recharge %d points of energy.",
1349 profitable_energy
1350 ),
1351 vgettext( "<npcname> digests %d %s and recharges %d point of energy.",
1352 "<npcname> digests %d %s and recharges %d points of energy.",
1353 profitable_energy
1354 ), consumed_charges, it.tname(), profitable_energy
1355 );
1356 } else {
1358 vgettext( "You digest your %s and recharge %d point of energy.",
1359 "You digest your %s and recharge %d points of energy.",
1360 profitable_energy
1361 ),
1362 vgettext( "<npcname> digests a %s and recharges %d point of energy.",
1363 "<npcname> digests a %s and recharges %d points of energy.",
1364 profitable_energy
1365 ), it.tname(), profitable_energy
1366 );
1367 }
1368 mod_power_level( units::from_kilojoule( profitable_energy ) );
1369 }
1370
1371 it.charges -= consumed_charges;
1372 mod_moves( -250 );
1373
1374 return true;
1375}
int get_acquirable_energy(const item &it, rechargeable_cbm cbm) const
bool can_feed_furnace_with(const item &it) const
bool is_max_power() const
Definition: character.cpp:2004
bool is_favorite
Definition: item.h:2236
quantity< int, energy_in_joule_tag > energy
Definition: units_energy.h:16
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_msg_player_or_npc(), can_feed_furnace_with(), item::charges, item::charges_per_volume(), item::count_by_charges(), units::from_kilojoule(), furnace, furnace_max_volume, g, get_acquirable_energy(), get_max_power_level(), get_power_level(), item::is_favorite, is_max_power(), m_info, Creature::mod_moves(), mod_power_level(), item::tname(), units::to_kilojoule(), and vgettext().

Referenced by player::consume_item().

◆ feed_reactor_with()

bool Character::feed_reactor_with ( item it)

Recharge CBMs whenever possible.

Returns
true when recharging was successful.

Definition at line 1275 of file consumption.cpp.

1276{
1277 if( !can_feed_reactor_with( it ) ) {
1278 return false;
1279 }
1280
1281 const auto iter = plut_charges.find( it.typeId() );
1282 const int max_amount = iter != plut_charges.end() ? iter->second : 0;
1283 const int amount = std::min( get_acquirable_energy( it, rechargeable_cbm::reactor ), max_amount );
1284
1285 if( amount >= PLUTONIUM_CHARGES * 10 &&
1286 !query_yn( _( "That is a LOT of plutonium. Are you sure you want that much?" ) ) ) {
1287 return false;
1288 }
1289
1290 add_msg_player_or_npc( _( "You add your %s to your reactor's tank." ),
1291 _( "<npcname> pours %s into their reactor's tank." ),
1292 it.tname() );
1293
1294 // TODO: Encapsulate
1295 tank_plut += amount;
1296 it.charges -= 1;
1297 mod_moves( -250 );
1298 return true;
1299}
bool can_feed_reactor_with(const item &it) const
Determine character's capability of recharging their CBMs.
const std::map< itype_id, int > plut_charges
static constexpr int PLUTONIUM_CHARGES

References _, Creature::add_msg_player_or_npc(), can_feed_reactor_with(), item::charges, get_acquirable_energy(), Creature::mod_moves(), plut_charges, PLUTONIUM_CHARGES, query_yn(), reactor, tank_plut, item::tname(), and item::typeId().

Referenced by player::consume_item().

◆ find_ammo()

std::vector< item_location > Character::find_ammo ( const item obj,
bool  empty = true,
int  radius = 1 
) const

Searches for ammo or magazines that can be used to reload obj.

Parameters
objitem to be reloaded. By design any currently loaded ammunition or magazine is ignored
emptywhether empty magazines should be considered as possible ammo
radiusadjacent map/vehicle tiles to search. 0 for only player tile, -1 for only inventory

Definition at line 2676 of file character.cpp.

2677{
2678 std::vector<item_location> res;
2679
2680 find_ammo_helper( const_cast<Character &>( *this ), obj, empty, std::back_inserter( res ), true );
2681
2682 if( radius >= 0 ) {
2683 for( auto &cursor : map_selector( pos(), radius ) ) {
2684 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2685 }
2686 for( auto &cursor : vehicle_selector( pos(), radius ) ) {
2687 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2688 }
2689 }
2690
2691 return res;
2692}
void find_ammo_helper(T &src, const item &obj, bool empty, Output out, bool nested)
Definition: character.cpp:2592

References find_ammo_helper(), and pos().

Referenced by ammo_count_for(), item::color_in_inventory(), and player::list_ammo().

◆ find_reloadables()

std::vector< item_location > Character::find_reloadables ( )

Searches for weapons and magazines that can be reloaded.

Definition at line 2694 of file character.cpp.

2695{
2696 std::vector<item_location> reloadables;
2697
2698 visit_items( [this, &reloadables]( item * node ) {
2699 if( node->is_holster() ) {
2700 return VisitResponse::NEXT;
2701 }
2702 bool reloadable = false;
2703 if( node->is_gun() && !node->magazine_compatible().empty() ) {
2704 reloadable = node->magazine_current() == nullptr ||
2705 node->ammo_remaining() < node->ammo_capacity();
2706 } else {
2707 reloadable = ( node->is_magazine() || node->is_bandolier() ||
2708 ( node->is_gun() && node->magazine_integral() ) ) &&
2709 node->ammo_remaining() < node->ammo_capacity();
2710 }
2711 if( reloadable ) {
2712 reloadables.push_back( item_location( *this, node ) );
2713 }
2714 return VisitResponse::SKIP;
2715 } );
2716 return reloadables;
2717}
std::set< itype_id > magazine_compatible(bool conversion=true) const
Get compatible magazines (if any) for this item.
Definition: item.cpp:7570
bool is_holster() const
Definition: item.cpp:6457
VisitResponse visit_items(const std::function< VisitResponse(item *, item *)> &func)
Traverses this object and any child items contained using a visitor pattern.
Definition: visitable.cpp:422

References item::is_gun(), item::is_holster(), item::magazine_compatible(), SKIP, and visitable< Character >::visit_items().

Referenced by avatar_action::reload_weapon().

◆ find_remote_fuel()

itype_id Character::find_remote_fuel ( bool  look_only = false)

Find fuel used by remote powered bionic.

Definition at line 1356 of file bionics.cpp.

1357{
1358 itype_id remote_fuel;
1359 map &here = get_map();
1360
1361 const std::vector<item *> cables = items_with( []( const item & it ) {
1362 return it.active && it.has_flag( flag_CABLE_SPOOL );
1363 } );
1364
1365 for( const item *cable : cables ) {
1366
1367 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1368 if( !target ) {
1369 if( here.is_outside( pos() ) && !is_night( calendar::turn ) &&
1370 cable->get_var( "state" ) == "solar_pack_link" ) {
1371 if( !look_only ) {
1372 set_value( "sunlight", "1" );
1373 }
1374 remote_fuel = fuel_type_sun_light;
1375 }
1376
1377 if( cable->get_var( "state" ) == "UPS_link" ) {
1378 static const item_filter used_ups = [&]( const item & itm ) {
1379 return itm.get_var( "cable" ) == "plugged_in";
1380 };
1381 if( !look_only ) {
1382 if( has_charges( itype_UPS_off, 1, used_ups ) ) {
1384 units::to_kilojoule( max_power_level ), used_ups ) ) );
1385 } else if( has_charges( itype_adv_UPS_off, 1, used_ups ) ) {
1387 units::to_kilojoule( max_power_level ), used_ups ) ) );
1388 } else {
1389 set_value( "rem_battery", std::to_string( 0 ) );
1390 }
1391 }
1392 remote_fuel = fuel_type_battery;
1393 }
1394 continue;
1395 }
1396 const optional_vpart_position vp = here.veh_at( *target );
1397 if( !vp ) {
1398 continue;
1399 }
1400 if( !look_only ) {
1401 set_value( "rem_battery", std::to_string( vp->vehicle().fuel_left( fuel_type_battery,
1402 true ) ) );
1403 }
1404 remote_fuel = fuel_type_battery;
1405 }
1406
1407 return remote_fuel;
1408}
static const itype_id fuel_type_battery("battery")
bool is_night(const time_point &p)
Returns true if it's currently night time - after dusk and before dawn.
Definition: calendar.cpp:137
units::energy max_power_level
Definition: character.h:2172
bool is_outside(const tripoint &p) const
Definition: map.cpp:2574

References item::active, visitable< Character >::charges_of(), flag_CABLE_SPOOL(), fuel_type_battery, fuel_type_sun_light, get_map(), has_charges(), item::has_flag(), is_night(), map::is_outside(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, max_power_level, pos(), Creature::set_value(), units::to_kilojoule(), to_string(), calendar::turn, and map::veh_at().

Referenced by burn_fuel(), iuse::cable_attach(), draw_bionics_titlebar(), and process_bionic().

◆ flag_encumbrance()

void Character::flag_encumbrance ( )

Flag encumbrance for updating.

Definition at line 1836 of file character.cpp.

1837{
1838 check_encumbrance = true;
1839}

References check_encumbrance.

Referenced by monexamine::attach_bag_to(), item::on_drop(), item::on_pickup(), and item::on_wield().

◆ floor_bedding_warmth()

int Character::floor_bedding_warmth ( const tripoint pos)
static

Warmth from terrain, furniture, vehicle furniture and traps.

Can be negative.

Definition at line 9470 of file character.cpp.

9471{
9472 map &here = get_map();
9473 const trap &trap_at_pos = here.tr_at( pos );
9474 const ter_id ter_at_pos = here.ter( pos );
9475 const furn_id furn_at_pos = here.furn( pos );
9476 int floor_bedding_warmth = 0;
9477
9478 const optional_vpart_position vp = here.veh_at( pos );
9479 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
9480 // Search the floor for bedding
9481 if( furn_at_pos != f_null ) {
9483 } else if( !trap_at_pos.is_null() ) {
9485 } else if( boardable ) {
9486 floor_bedding_warmth += boardable->info().floor_bedding_warmth;
9487 } else if( ter_at_pos == t_improvised_shelter ) {
9488 floor_bedding_warmth -= 500;
9489 } else {
9490 floor_bedding_warmth -= 2000;
9491 }
9492
9493 return floor_bedding_warmth;
9494}
static int floor_bedding_warmth(const tripoint &pos)
Warmth from terrain, furniture, vehicle furniture and traps.
Definition: character.cpp:9470
ter_id ter(const tripoint &p) const
Definition: map.cpp:1498
int floor_bedding_warmth
Definition: mapdata.h:504
int floor_bedding_warmth
Definition: trap.h:120

References f_null, floor_bedding_warmth(), furn_t::floor_bedding_warmth, trap::floor_bedding_warmth, map::furn(), get_map(), trap::is_null(), int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), t_improvised_shelter, map::ter(), map::tr_at(), and map::veh_at().

Referenced by floor_bedding_warmth(), and floor_warmth().

◆ floor_item_warmth()

int Character::floor_item_warmth ( const tripoint pos)
static

Warmth from clothing on the floor.

Definition at line 9496 of file character.cpp.

9497{
9498 int item_warmth = 0;
9499
9500 const auto warm = [&item_warmth]( const auto & stack ) {
9501 for( const item &elem : stack ) {
9502 if( !elem.is_armor() ) {
9503 continue;
9504 }
9505 // Items that are big enough and covers the torso are used to keep warm.
9506 // Smaller items don't do as good a job
9507 if( elem.volume() > 250_ml &&
9508 ( elem.covers( bp_torso ) || elem.covers( bp_leg_l ) ||
9509 elem.covers( bp_leg_r ) ) ) {
9510 item_warmth += 60 * elem.get_warmth() * elem.volume() / 2500_ml;
9511 }
9512 }
9513 };
9514
9515 map &here = get_map();
9516 if( !!here.veh_at( pos ) ) {
9518 false ) ) {
9519 vehicle *const veh = &vp->vehicle();
9520 const int cargo = vp->part_index();
9521 vehicle_stack vehicle_items = veh->get_items( cargo );
9522 warm( vehicle_items );
9523 }
9524 return item_warmth;
9525 }
9526 map_stack floor_items = here.i_at( pos );
9527 warm( floor_items );
9528 return item_warmth;
9529}
A vehicle as a whole with all its components.
Definition: vehicle.h:675
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
vehicle_stack get_items(int part) const
Definition: vehicle.cpp:5468
@ VPFLAG_CARGO
Definition: veh_type.h:62

References bp_leg_l, bp_leg_r, bp_torso, vehicle::get_items(), get_map(), map::i_at(), optional_vpart_position::part_with_feature(), pos(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by floor_warmth().

◆ floor_warmth()

int Character::floor_warmth ( const tripoint pos) const

Final warmth from the floor.

Definition at line 9531 of file character.cpp.

9532{
9533 const int item_warmth = floor_item_warmth( pos );
9534 int bedding_warmth = floor_bedding_warmth( pos );
9535
9536 // If the PC has fur, etc, that will apply too
9537 int floor_mut_warmth = bodytemp_modifier_traits_floor();
9538 // DOWN does not provide floor insulation, though.
9539 // Better-than-light fur or being in one's shell does.
9540 if( ( !( has_trait( trait_DOWN ) ) ) && ( floor_mut_warmth >= 200 ) ) {
9541 bedding_warmth = std::max( 0, bedding_warmth );
9542 }
9543 return ( item_warmth + bedding_warmth + floor_mut_warmth );
9544}
static const trait_id trait_DOWN("DOWN")
static int floor_item_warmth(const tripoint &pos)
Warmth from clothing on the floor.
Definition: character.cpp:9496
int bodytemp_modifier_traits_floor() const
Correction factor of the body temperature due to traits and mutations for player lying on the floor.
Definition: character.cpp:9555

References bodytemp_modifier_traits_floor(), floor_bedding_warmth(), floor_item_warmth(), has_trait(), pos(), and trait_DOWN.

Referenced by update_bodytemp().

◆ footwear_factor()

double Character::footwear_factor ( ) const

Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.

Definition at line 8940 of file character.cpp.

8941{
8942 double ret = 0;
8943 if( wearing_something_on( bodypart_id( "foot_l" ) ) ) {
8944 ret += .5;
8945 }
8946 if( wearing_something_on( bodypart_id( "foot_r" ) ) ) {
8947 ret += .5;
8948 }
8949 return ret;
8950}

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by is_immune_effect(), game::knockback(), rooted(), run_cost(), and game::walk_move().

◆ forced_dismount()

void Character::forced_dismount ( )

Definition at line 1148 of file character.cpp.

1149{
1151 bool mech = false;
1152 if( mounted_creature ) {
1153 auto mon = mounted_creature.get();
1154 if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->type->mech_weapon.is_empty() ) {
1155 mech = true;
1157 }
1158 mon->mounted_player_id = character_id();
1159 mon->remove_effect( effect_ridden );
1160 mon->add_effect( effect_ai_waiting, 5_turns );
1161 mounted_creature = nullptr;
1162 mon->mounted_player = nullptr;
1163 }
1164 std::vector<tripoint> valid;
1165 for( const tripoint &jk : get_map().points_in_radius( pos(), 1 ) ) {
1166 if( g->is_empty( jk ) ) {
1167 valid.push_back( jk );
1168 }
1169 }
1170 if( !valid.empty() ) {
1171 setpos( random_entry( valid ) );
1172 if( mech ) {
1173 add_msg_player_or_npc( m_bad, _( "You are ejected from your mech!" ),
1174 _( "<npcname> is ejected from their mech!" ) );
1175 } else {
1176 add_msg_player_or_npc( m_bad, _( "You fall off your mount!" ),
1177 _( "<npcname> falls off their mount!" ) );
1178 }
1179 const int dodge = get_dodge();
1180 const int damage = std::max( 0, rng( 1, 20 ) - rng( dodge, dodge * 2 ) );
1181 bodypart_id hit( "num_bp" );
1182 switch( rng( 1, 10 ) ) {
1183 case 1:
1184 if( one_in( 2 ) ) {
1185 hit = bodypart_id( "foot_l" );
1186 } else {
1187 hit = bodypart_id( "foot_r" );
1188 }
1189 break;
1190 case 2:
1191 case 3:
1192 case 4:
1193 if( one_in( 2 ) ) {
1194 hit = bodypart_id( "leg_l" );
1195 } else {
1196 hit = bodypart_id( "leg_r" );
1197 }
1198 break;
1199 case 5:
1200 case 6:
1201 case 7:
1202 if( one_in( 2 ) ) {
1203 hit = bodypart_id( "arm_l" );
1204 } else {
1205 hit = bodypart_id( "arm_r" );
1206 }
1207 break;
1208 case 8:
1209 case 9:
1210 hit = bodypart_id( "torso" );
1211 break;
1212 case 10:
1213 hit = bodypart_id( "head" );
1214 break;
1215 }
1216 if( damage > 0 ) {
1217 add_msg_if_player( m_bad, _( "You hurt yourself!" ) );
1218 deal_damage( nullptr, hit, damage_instance( DT_BASH, damage ) );
1219 if( is_avatar() ) {
1220 g->memorial().add(
1221 pgettext( "memorial_male", "Fell off a mount." ),
1222 pgettext( "memorial_female", "Fell off a mount." ) );
1223 }
1225 }
1226 add_effect( effect_downed, 5_turns, num_bp );
1227 } else {
1228 add_msg( m_debug, "Forced_dismount could not find a square to deposit player" );
1229 }
1230 if( is_avatar() ) {
1231 if( g->u.get_grab_type() != OBJECT_NONE ) {
1232 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1233 g->u.grab( OBJECT_NONE );
1234 }
1236 if( g->u.is_auto_moving() || g->u.has_destination() || g->u.has_destination_activity() ) {
1237 g->u.clear_destination();
1238 }
1239 g->update_map( g->u );
1240 }
1241 if( activity ) {
1243 }
1244 moves -= 150;
1245}
static const efftype_id effect_downed("downed")
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8468
float get_dodge() const override
Definition: melee.cpp:812
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1839

References _, activity, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel_activity(), character_id, Creature::check_dead_state(), CMM_WALK, deal_damage(), DT_BASH, effect_ai_waiting, effect_downed, effect_ridden, effect_riding, g, get_dodge(), get_map(), Creature::is_avatar(), m_bad, m_debug, m_warning, MF_RIDEABLE_MECH, mounted_creature, Creature::moves, num_bp, OBJECT_NONE, one_in(), pgettext(), points_in_radius(), pos(), random_entry(), Creature::remove_effect(), visitable< Character >::remove_item(), rng(), set_movement_mode(), setpos(), and weapon.

Referenced by Creature::add_effect(), check_mount_is_spooked(), monster::die(), and monster::setpos().

◆ fuel_bionic_with()

bool Character::fuel_bionic_with ( item it)

Definition at line 1377 of file consumption.cpp.

1378{
1379 if( !can_fuel_bionic_with( it ) ) {
1380 return false;
1381 }
1382
1384
1385 const int loadable = std::min( it.charges, get_fuel_capacity( it.typeId() ) );
1386 const std::string str_loaded = get_value( it.typeId().str() );
1387 int loaded = 0;
1388 if( !str_loaded.empty() ) {
1389 loaded = std::stoi( str_loaded );
1390 }
1391
1392 const std::string new_charge = std::to_string( loadable + loaded );
1393
1394 it.charges -= loadable;
1395 // Type and amount of fuel
1396 set_value( it.typeId().str(), new_charge );
1399 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1400 vgettext( "You load %1$i charge of %2$s in your %3$s.",
1401 "You load %1$i charges of %2$s in your %3$s.", loadable ),
1402 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1403 vgettext( "<npcname> load %1$i charge of %2$s in their %3$s.",
1404 "<npcname> load %1$i charges of %2$s in their %3$s.", loadable ), loadable, it.tname(), bio->name );
1405 mod_moves( -250 );
1406 return true;
1407}
bionic_id get_most_efficient_bionic(const std::vector< bionic_id > &bids) const
Return bionic_id of bionic of most fuel efficient bionic.
Definition: character.cpp:1954
bool can_fuel_bionic_with(const item &it) const
Returns true if the character can fuel a bionic with the item.
Definition: character.cpp:1912
int get_fuel_capacity(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2088

References Creature::add_msg_player_or_npc(), can_fuel_bionic_with(), item::charges, get_bionic_fueled_with(), get_fuel_capacity(), get_most_efficient_bionic(), Creature::get_value(), m_info, Creature::mod_moves(), bionic_data::name, Creature::set_value(), string_id< T >::str(), item::tname(), to_string(), item::typeId(), update_fuel_storage(), and vgettext().

Referenced by player::consume_item().

◆ fun_for()

std::pair< int, int > Character::fun_for ( const item comest) const

Handles the enjoyability value for a comestible.

First value is enjoyability, second is cap.

Definition at line 465 of file consumption.cpp.

466{
467 if( !comest.is_comestible() ) {
468 return std::pair<int, int>( 0, 0 );
469 }
470
471 // As float to avoid rounding too many times
472 float fun = comest.get_comestible_fun();
473 float fun_max;
474
475 // Lupines/Felines like dog/cat food. Won't skip the rotting check.
476 // This is specifically so that Lupines/Felines don't get the harsher
477 // morale penalties from rotting cat/dog food.
478 if( ( comest.has_flag( flag_LUPINE ) && has_trait( trait_THRESH_LUPINE ) ) ||
479 ( comest.has_flag( flag_FELINE ) && has_trait( trait_THRESH_FELINE ) ) ) {
480 if( fun < 0 ) {
481 fun = -fun / 2;
482 }
483 }
484
485 const float relative_rot = comest.get_relative_rot();
486
487 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) && !has_trait( trait_SAPROVORE ) ) {
488 // Rotten food should be pretty disgusting.
489 // Baseline minumum is the same as eating raw meat as a normal human being.
490 fun = std::min( fun - 5, -10.0f );
491 fun_max = fun * 6;
492 } else {
493 // Food is less enjoyable when eaten too often.
494 if( fun > 0 || comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
495 for( const consumption_event &event : consumption_history->elems ) {
496 if( event.time > calendar::turn - 2_days && event.type_id == comest.typeId() &&
497 event.component_hash == comest.make_component_hash() ) {
498 fun -= comest.get_comestible()->monotony_penalty;
499 // This effect can't drop fun below 0, unless the food has the right flag.
500 // 0 is the lowest we'll go, no need to keep looping.
501 if( fun <= 0 && !comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
502 fun = 0;
503 break;
504 }
505 }
506 }
507 }
508
509 fun_max = fun < 0 ? fun * 6 : fun * 3;
510
511 // I'd assume since gourmands are just big eaters they still can't stand rotten food.
512 if( has_trait( trait_GOURMAND ) ) {
513 if( fun < -1 ) {
514 fun_max = fun;
515 fun /= 2;
516 } else if( fun > 0 ) {
517 fun_max *= 3;
518 fun = fun * 3 / 2;
519 }
520 }
521 }
522
523 return { static_cast< int >( fun ), static_cast< int >( fun_max ) };
524}
pimpl< consumption_history_t > consumption_history
Definition: character.h:1528
uint64_t make_component_hash() const
Creates a hash from the itype_ids of this item's components.
Definition: item.cpp:8786
int get_comestible_fun() const
Definition: item.cpp:5401
static const std::string flag_NEGATIVE_MONOTONY_OK("NEGATIVE_MONOTONY_OK")
time_point time
Definition: consumption.h:15
uint64_t component_hash
Definition: consumption.h:17
itype_id type_id
Definition: consumption.h:16

References consumption_event::component_hash, consumption_history, flag_FELINE(), flag_LUPINE(), flag_NEGATIVE_MONOTONY_OK(), item::get_comestible(), item::get_comestible_fun(), item::get_relative_rot(), item::has_flag(), has_trait(), item::is_comestible(), item::make_component_hash(), consumption_event::time, trait_GOURMAND, trait_SAPROPHAGE, trait_SAPROVORE, trait_THRESH_FELINE, trait_THRESH_LUPINE, calendar::turn, consumption_event::type_id, and item::typeId().

Referenced by comestible_inventory_preset::comestible_inventory_preset(), find_auto_consume(), item::food_info(), and modify_morale().

◆ get_acquirable_energy() [1/2]

int Character::get_acquirable_energy ( const item it) const

Definition at line 1472 of file consumption.cpp.

1473{
1475}

References get_acquirable_energy(), and get_cbm_rechargeable_with().

◆ get_acquirable_energy() [2/2]

int Character::get_acquirable_energy ( const item it,
rechargeable_cbm  cbm 
) const

Definition at line 1426 of file consumption.cpp.

1427{
1428 switch( cbm ) {
1430 break;
1431
1433 if( it.charges > 0 ) {
1434 const auto iter = plut_charges.find( it.typeId() );
1435 return iter != plut_charges.end() ? it.charges * iter->second : 0;
1436 }
1437
1438 break;
1439
1441 units::volume consumed_vol = it.volume();
1442 units::mass consumed_mass = it.weight();
1444 const double n_stacks = static_cast<double>( it.charges_per_volume( furnace_max_volume ) ) /
1445 it.type->stack_size;
1446 consumed_vol = it.type->volume * n_stacks;
1447 // it.type->weight is in 10g units?
1448 consumed_mass = it.type->weight * 10 * n_stacks;
1449 }
1450 int amount = ( consumed_vol / 250_ml + consumed_mass / 1_gram ) / 9;
1451
1452 // TODO: JSONize.
1453 if( it.made_of( material_id( "leather" ) ) ) {
1454 amount /= 4;
1455 }
1456 if( it.made_of( material_id( "wood" ) ) ) {
1457 amount /= 2;
1458 }
1459
1460 return amount;
1461 }
1464 const int to_consume = std::min( it.charges, bid->fuel_capacity );
1465 const int to_charge = static_cast<int>( it.fuel_energy() * to_consume * bid->fuel_efficiency );
1466 return to_charge;
1467 }
1468
1469 return 0;
1470}
int fuel_capacity
How much fuel this bionic can hold.
Definition: bionics.h:65
units::mass weight
Weight of item ( or each stack member )
Definition: itype.h:967
int stack_size
Number of items per above volume for count_by_charges items.
Definition: itype.h:984
units::volume volume
Space occupied by items of this type CAUTION: value given is for a default-sized stack.
Definition: itype.h:976

References item::charges, item::charges_per_volume(), item::count_by_charges(), bionic_data::fuel_capacity, bionic_data::fuel_efficiency, item::fuel_energy(), furnace, furnace_max_volume, get_bionic_fueled_with(), get_most_efficient_bionic(), item::made_of(), none, other, plut_charges, reactor, itype::stack_size, item::type, item::typeId(), item::volume(), itype::volume, item::weight(), and itype::weight.

Referenced by feed_furnace_with(), feed_reactor_with(), and get_acquirable_energy().

◆ get_aim_types()

std::vector< aim_type > Character::get_aim_types ( const item gun) const

Definition at line 1630 of file ranged.cpp.

1631{
1632 std::vector<aim_type> aim_types = get_default_aim_type();
1633 if( !gun.is_gun() ) {
1634 return aim_types;
1635 }
1636 int sight_dispersion = effective_dispersion( gun.sight_dispersion() );
1637 // Aiming thresholds are dependent on weapon sight dispersion, attempting to place thresholds
1638 // at 10%, 5% and 0% of the difference between MAX_RECOIL and sight dispersion.
1639 std::vector<int> thresholds = {
1640 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 10.0 ) + sight_dispersion ),
1641 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 20.0 ) + sight_dispersion ),
1642 static_cast<int>( sight_dispersion )
1643 };
1644 // Remove duplicate thresholds.
1645 std::vector<int>::iterator thresholds_it = std::adjacent_find( thresholds.begin(),
1646 thresholds.end() );
1647 while( thresholds_it != thresholds.end() ) {
1648 thresholds.erase( thresholds_it );
1649 thresholds_it = std::adjacent_find( thresholds.begin(), thresholds.end() );
1650 }
1651 thresholds_it = thresholds.begin();
1652 aim_types.push_back( aim_type { _( "Regular" ), "AIMED_SHOT", _( "[%c] to aim and fire." ),
1653 true, *thresholds_it } );
1654 thresholds_it++;
1655 if( thresholds_it != thresholds.end() ) {
1656 aim_types.push_back( aim_type { _( "Careful" ), "CAREFUL_SHOT",
1657 _( "[%c] to take careful aim and fire." ), true,
1658 *thresholds_it } );
1659 thresholds_it++;
1660 }
1661 if( thresholds_it != thresholds.end() ) {
1662 aim_types.push_back( aim_type { _( "Precise" ), "PRECISE_SHOT",
1663 _( "[%c] to take precise aim and fire." ), true,
1664 *thresholds_it } );
1665 }
1666 return aim_types;
1667}
int effective_dispersion(int dispersion) const
Definition: character.cpp:567
int sight_dispersion() const
Get lowest dispersion of either integral or any attached sights.
Definition: item.cpp:7130
static std::vector< aim_type > get_default_aim_type()
Definition: ranged.cpp:1329

References _, effective_dispersion(), get_default_aim_type(), item::is_gun(), MAX_RECOIL, and item::sight_dispersion().

Referenced by item::gun_info(), target_ui::init_window_and_input(), and print_aim().

◆ get_all_armor_type()

std::map< bodypart_id, int > Character::get_all_armor_type ( damage_type  dt,
const std::map< bodypart_id, std::vector< const item * > > &  clothing_map 
) const

Definition at line 7025 of file character.cpp.

7027{
7028 std::map<bodypart_id, int> ret;
7029 for( const bodypart_id &bp : get_all_body_parts() ) {
7030 ret.emplace( bp, 0 );
7031 }
7032
7033 for( std::pair<const bodypart_id, int> &per_bp : ret ) {
7034 const bodypart_id &bp = per_bp.first;
7035 switch( dt ) {
7036 case DT_TRUE:
7037 case DT_BIOLOGICAL:
7038 // Characters cannot resist this
7039 return ret;
7040 /* BASH, CUT, STAB, and BULLET don't benefit from the clothing_map optimization */
7041 // TODO: Fix that
7042 case DT_BASH:
7043 per_bp.second += get_armor_bash( bp );
7044 break;
7045 case DT_CUT:
7046 per_bp.second += get_armor_cut( bp );
7047 break;
7048 case DT_STAB:
7049 per_bp.second += get_armor_cut( bp ) * 0.8f;
7050 break;
7051 case DT_BULLET:
7052 per_bp.second += get_armor_bullet( bp );
7053 break;
7054 case DT_ACID:
7055 case DT_HEAT:
7056 case DT_COLD:
7057 case DT_ELECTRIC: {
7058 for( const item *it : clothing_map.at( bp ) ) {
7059 per_bp.second += it->damage_resist( dt );
7060 }
7061
7062 per_bp.second += mutation_armor( bp, dt );
7063 break;
7064 }
7065 case DT_NULL:
7066 case NUM_DT:
7067 debugmsg( "Invalid damage type: %d", dt );
7068 return ret;
7069 }
7070 }
7071
7072 return ret;
7073}
int get_armor_cut(bodypart_id bp) const override
Returns overall cutting resistance for the body_part.
Definition: character.cpp:6976
int get_armor_bullet(bodypart_id bp) const override
Returns overall bullet resistance for the body_part.
Definition: character.cpp:6981
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6971
resistances mutation_armor(bodypart_id bp) const
Returns resistances on a body part provided by mutations.
Definition: character.cpp:6495
@ DT_TRUE
Definition: damage.h:22
@ DT_NULL
Definition: damage.h:21
@ NUM_DT
Definition: damage.h:32
@ DT_BIOLOGICAL
Definition: damage.h:23

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, Creature::get_all_body_parts(), get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, and cata::hash64_detail::ret.

Referenced by get_armor_fire().

◆ get_all_skills()

const SkillLevelMap & Character::get_all_skills ( ) const

Definition at line 3341 of file character.cpp.

3342{
3343 return *_skills;
3344}

References _skills.

Referenced by player::has_recipe_requirements(), lighting_crafting_speed_multiplier(), set_skills(), and memorial_logger::write().

◆ get_ammo()

std::vector< const item * > Character::get_ammo ( const ammotype at) const

Returns the items that are ammo and have the matching ammo type.

Definition at line 2584 of file character.cpp.

2585{
2586 return items_with( [at]( const item & it ) {
2587 return it.ammo_type() == at;
2588 } );
2589}
ammotype ammo_type() const
Ammo type of an ammo item.
Definition: item.cpp:7462

References item::ammo_type(), and visitable< Character >::items_with().

Referenced by item::color_in_inventory(), and npc::decide_needs().

◆ get_armor_acid()

int Character::get_armor_acid ( bodypart_id  bp) const

Returns overall acid resistance for the body part.

Definition at line 7156 of file character.cpp.

7157{
7158 return get_armor_type( DT_ACID, bp );
7159}
int get_armor_type(damage_type dt, bodypart_id bp) const override
Returns overall resistance to given type on the bod part.
Definition: character.cpp:6987

References DT_ACID, and get_armor_type().

◆ get_armor_bash()

int Character::get_armor_bash ( bodypart_id  bp) const
overridevirtual

Returns overall bashing resistance for the body_part.

Reimplemented from Creature.

Definition at line 6971 of file character.cpp.

6972{
6974}
int get_armor_bash_base(bodypart_id bp) const override
Returns bashing resistance from the creature and armor only.
Definition: character.cpp:7075
int armor_bash_bonus
Definition: creature.h:820

References Creature::armor_bash_bonus, and get_armor_bash_base().

Referenced by get_all_armor_type(), get_armor_type(), game::get_dangerous_tile(), and game::place_player().

◆ get_armor_bash_base()

int Character::get_armor_bash_base ( bodypart_id  bp) const
overridevirtual

Returns bashing resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7075 of file character.cpp.

7076{
7077 int ret = 0;
7078 for( auto &i : worn ) {
7079 if( i.covers( bp->token ) ) {
7080 ret += i.bash_resist();
7081 }
7082 }
7083 for( const bionic_id &bid : get_bionics() ) {
7084 const auto bash_prot = bid->bash_protec.find( bp.id() );
7085 if( bash_prot != bid->bash_protec.end() ) {
7086 ret += bash_prot->second;
7087 }
7088 }
7089
7090 ret += mutation_armor( bp, DT_BASH );
7091 return ret;
7092}

References DT_BASH, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bash().

◆ get_armor_bullet()

int Character::get_armor_bullet ( bodypart_id  bp) const
overridevirtual

Returns overall bullet resistance for the body_part.

Reimplemented from Creature.

Definition at line 6981 of file character.cpp.

6982{
6984}
int get_armor_bullet_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7113
int armor_bullet_bonus
Definition: creature.h:822

References Creature::armor_bullet_bonus, and get_armor_bullet_base().

Referenced by get_all_armor_type(), and get_armor_type().

◆ get_armor_bullet_base()

int Character::get_armor_bullet_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7113 of file character.cpp.

7114{
7115 int ret = 0;
7116 for( auto &i : worn ) {
7117 if( i.covers( bp->token ) ) {
7118 ret += i.bullet_resist();
7119 }
7120 }
7121
7122 for( const bionic_id &bid : get_bionics() ) {
7123 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
7124 if( bullet_prot != bid->bullet_protec.end() ) {
7125 ret += bullet_prot->second;
7126 }
7127 }
7128
7129 ret += mutation_armor( bp, DT_BULLET );
7130 return ret;
7131}

References DT_BULLET, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bullet().

◆ get_armor_cut()

int Character::get_armor_cut ( bodypart_id  bp) const
overridevirtual

Returns overall cutting resistance for the body_part.

Reimplemented from Creature.

Definition at line 6976 of file character.cpp.

6977{
6978 return get_armor_cut_base( bp ) + armor_cut_bonus;
6979}
int get_armor_cut_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7094
int armor_cut_bonus
Definition: creature.h:821

References Creature::armor_cut_bonus, and get_armor_cut_base().

Referenced by get_all_armor_type(), get_armor_type(), and map::player_in_field().

◆ get_armor_cut_base()

int Character::get_armor_cut_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7094 of file character.cpp.

7095{
7096 int ret = 0;
7097 for( auto &i : worn ) {
7098 if( i.covers( bp->token ) ) {
7099 ret += i.cut_resist();
7100 }
7101 }
7102 for( const bionic_id &bid : get_bionics() ) {
7103 const auto cut_prot = bid->cut_protec.find( bp.id() );
7104 if( cut_prot != bid->cut_protec.end() ) {
7105 ret += cut_prot->second;
7106 }
7107 }
7108
7109 ret += mutation_armor( bp, DT_CUT );
7110 return ret;
7111}

References DT_CUT, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_cut().

◆ get_armor_fire()

std::map< bodypart_id, int > Character::get_armor_fire ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns overall fire resistance.

Definition at line 8386 of file character.cpp.

8388{
8389 return get_all_armor_type( DT_HEAT, clothing_map );
8390}
std::map< bodypart_id, int > get_all_armor_type(damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Definition: character.cpp:7025

References DT_HEAT, and get_all_armor_type().

Referenced by update_bodytemp().

◆ get_armor_type()

int Character::get_armor_type ( damage_type  dt,
bodypart_id  bp 
) const
overridevirtual

Returns overall resistance to given type on the bod part.

Implements Creature.

Definition at line 6987 of file character.cpp.

6988{
6989 switch( dt ) {
6990 case DT_TRUE:
6991 case DT_BIOLOGICAL:
6992 return 0;
6993 case DT_BASH:
6994 return get_armor_bash( bp );
6995 case DT_CUT:
6996 return get_armor_cut( bp );
6997 case DT_STAB:
6998 return get_armor_cut( bp ) * 0.8f;
6999 case DT_BULLET:
7000 return get_armor_bullet( bp );
7001 case DT_ACID:
7002 case DT_HEAT:
7003 case DT_COLD:
7004 case DT_ELECTRIC: {
7005 int ret = 0;
7006 for( auto &i : worn ) {
7007 if( i.covers( bp->token ) ) {
7008 ret += i.damage_resist( dt );
7009 }
7010 }
7011
7012 ret += mutation_armor( bp, dt );
7013 return ret;
7014 }
7015 case DT_NULL:
7016 case NUM_DT:
7017 // Let it error below
7018 break;
7019 }
7020
7021 debugmsg( "Invalid damage type: %d", dt );
7022 return 0;
7023}

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, cata::hash64_detail::ret, and worn.

Referenced by map::burn_body_part(), get_armor_acid(), and is_immune_field().

◆ get_auto_move_route()

std::vector< tripoint > & Character::get_auto_move_route ( )

Definition at line 10516 of file character.cpp.

10517{
10518 return auto_move_route;
10519}

References auto_move_route.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), npc::move(), and npc::move_to().

◆ get_base_traits()

std::vector< trait_id > Character::get_base_traits ( ) const

Get the idents of all base traits.

Definition at line 2852 of file newcharacter.cpp.

2853{
2854 return std::vector<trait_id>( my_traits.begin(), my_traits.end() );
2855}

References my_traits.

Referenced by avatar::create(), and set_description().

◆ get_bionic_fueled_with()

std::vector< bionic_id > Character::get_bionic_fueled_with ( const item it) const

Return bionic_id of bionics able to use it as fuel.

Definition at line 1928 of file character.cpp.

1929{
1930 std::vector<bionic_id> bionics;
1931
1932 for( const bionic_id &bid : get_bionics() ) {
1933 for( const itype_id &fuel : bid->fuel_opts ) {
1934 if( fuel == it.typeId() ) {
1935 bionics.emplace_back( bid );
1936 }
1937 }
1938 }
1939
1940 return bionics;
1941}

References get_bionics(), and item::typeId().

Referenced by burn_move_stamina(), fuel_bionic_with(), get_acquirable_energy(), game::on_move_effects(), reset_remote_fuel(), and update_fuel_storage().

◆ get_bionics()

◆ get_cbm_rechargeable_with()

rechargeable_cbm Character::get_cbm_rechargeable_with ( const item it) const

Definition at line 1409 of file consumption.cpp.

1410{
1411 if( can_feed_reactor_with( it ) ) {
1413 }
1414
1415 if( can_feed_furnace_with( it ) ) {
1417 }
1418
1419 if( can_fuel_bionic_with( it ) ) {
1421 }
1422
1424}

References can_feed_furnace_with(), can_feed_reactor_with(), can_fuel_bionic_with(), furnace, none, other, and reactor.

Referenced by can_consume_for_bionic(), and get_acquirable_energy().

◆ get_check_encumbrance()

bool Character::get_check_encumbrance ( )
inline

Definition at line 1930 of file character.h.

1930 {
1931 return check_encumbrance;
1932 }

References check_encumbrance.

Referenced by player::process_items().

◆ get_consumable_from()

item & Character::get_consumable_from ( item it) const

Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise.

WARNING: consumable does not necessarily guarantee the comestible type.

Definition at line 1502 of file consumption.cpp.

1503{
1504 if( !it.is_container_empty() && can_consume_as_is( it.contents.front() ) ) {
1505 return it.contents.front();
1506 } else if( can_consume_as_is( it ) ) {
1507 return it;
1508 }
1509
1510 static item null_comestible;
1511 // Since it's not const.
1512 null_comestible = item();
1513 return null_comestible;
1514}

References can_consume_as_is(), item::contents, item_contents::front(), and item::is_container_empty().

Referenced by player::consume_item(), and find_auto_consume().

◆ get_dependent_worn_items()

std::list< item * > Character::get_dependent_worn_items ( const item it) const

Returns all items that must be taken off before taking off this item.

Definition at line 2478 of file character.cpp.

2479{
2480 std::list<item *> dependent;
2481 // Adds dependent worn items recursively
2482 const std::function<void( const item &it )> add_dependent = [&]( const item & it ) {
2483 for( const item &wit : worn ) {
2484 if( &wit == &it || !wit.is_worn_only_with( it ) ) {
2485 continue;
2486 }
2487 const auto iter = std::find_if( dependent.begin(), dependent.end(),
2488 [&wit]( const item * dit ) {
2489 return &wit == dit;
2490 } );
2491 if( iter == dependent.end() ) { // Not in the list yet
2492 add_dependent( wit );
2493 dependent.push_back( const_cast<item *>( & wit ) );
2494 }
2495 }
2496 };
2497
2498 if( is_worn( it ) ) {
2499 add_dependent( it );
2500 }
2501
2502 return dependent;
2503}

References is_worn(), item::is_worn_only_with(), and worn.

Referenced by player::can_takeoff(), and pickup::reorder_for_dropping().

◆ get_destination_activity()

player_activity Character::get_destination_activity ( ) const

Definition at line 1028 of file character.cpp.

1029{
1030 return destination_activity;
1031}

References destination_activity.

Referenced by has_destination_activity(), has_distant_destination(), and start_destination_activity().

◆ get_dex()

◆ get_dex_base()

int Character::get_dex_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4085 of file character.cpp.

4086{
4087 return dex_max;
4088}

References dex_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_dex(), and avatar::get_dex_base().

◆ get_dex_bonus()

int Character::get_dex_bonus ( ) const
virtual

Definition at line 4102 of file character.cpp.

4103{
4104 return dex_bonus;
4105}

References dex_bonus.

Referenced by reset_stats().

◆ get_dodge()

float Character::get_dodge ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 812 of file melee.cpp.

813{
814 //If we're asleep or busy we can't dodge
816 return 0.0f;
817 }
818
819 float ret = Creature::get_dodge();
820 // Chop in half if we are unable to move
823 ret /= 2;
824 }
825
826 if( has_effect( effect_grabbed ) ) {
827 int zed_number = 0;
828 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
829 const monster *const mon = g->critter_at<monster>( dest );
830 if( mon && mon->has_effect( effect_grabbing ) ) {
831 zed_number++;
832 }
833 }
834 ret *= 1.0f - ( 0.25f * zed_number );
835 }
836
837 if( worn_with_flag( "ROLLER_INLINE" ) ||
838 worn_with_flag( "ROLLER_QUAD" ) ||
839 worn_with_flag( "ROLLER_ONE" ) ) {
840 ret /= has_trait( trait_PROF_SKATER ) ? 2 : 5;
841 }
842
844 ret /= 4;
845 }
846
847 // Each dodge after the first subtracts equivalent of 2 points of dodge skill
848 if( dodges_left <= 0 ) {
849 ret += dodges_left * 2 - 2;
850 }
851
852 return std::max( 0.0f, ret );
853}
int dodges_left
Definition: character.h:559
virtual float get_dodge() const
Definition: creature.cpp:1508
static const efftype_id effect_lightsnare("lightsnare")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_bouldering("bouldering")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_heavysnare("heavysnare")
static const trait_id trait_PROF_SKATER("PROF_SKATER")

References dodges_left, effect_beartrap, effect_bouldering, effect_grabbed, effect_grabbing, effect_heavysnare, effect_lightsnare, effect_narcosis, g, Creature::get_dodge(), Creature::has_effect(), has_trait(), in_sleep_state(), pos(), cata::hash64_detail::ret, trait_PROF_SKATER, and worn_with_flag().

Referenced by npc::character_danger(), trapfunc::crossbow(), player::dodge_roll(), draw_skills_tab(), forced_dismount(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), mattack::science(), trapfunc::shotgun(), and game::update_stair_monsters().

◆ get_dodge_base()

float Character::get_dodge_base ( ) const
overridevirtual

Combat getters.

Dexterity increases dodge base Dodge increases dodge_base

Implements Creature.

Definition at line 5836 of file character.cpp.

5837{
5838 /** @EFFECT_DEX increases dodge base */
5839 /** @EFFECT_DODGE increases dodge_base */
5840 return get_dex() / 2.0f + get_skill_level( skill_dodge );
5841}
static const skill_id skill_dodge("dodge")

References get_dex(), get_skill_level(), and skill_dodge.

◆ get_effective_efficiency()

float Character::get_effective_efficiency ( int  b,
float  fuel_efficiency 
)

Applies modifier to fuel_efficiency and returns the resulting efficiency.

Definition at line 1474 of file bionics.cpp.

1475{
1476 const bionic &bio = ( *my_bionics )[b];
1477 const cata::optional<float> &coverage_penalty = bio.info().coverage_power_gen_penalty;
1478 float effective_efficiency = fuel_efficiency;
1479 if( coverage_penalty ) {
1480 int coverage = 0;
1481 const std::map< bodypart_str_id, int > &occupied_bodyparts = bio.info().occupied_bodyparts;
1482 for( const std::pair< const bodypart_str_id, int > &elem : occupied_bodyparts ) {
1483 for( const item &i : worn ) {
1484 if( i.covers( elem.first->token ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
1485 !i.has_flag( flag_SEMITANGIBLE ) &&
1486 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
1487 coverage += i.get_coverage();
1488 }
1489 }
1490 }
1491 effective_efficiency = fuel_efficiency * ( 1.0 - ( coverage / ( 100.0 *
1492 occupied_bodyparts.size() ) )
1493 * coverage_penalty.value() );
1494 }
1495 return effective_efficiency;
1496}
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const std::string flag_AURA("AURA")
static const std::string flag_PERSONAL("PERSONAL")
cata::optional< float > coverage_power_gen_penalty
Fraction of coverage diminishing fuel_efficiency.
Definition: bionics.h:71

References b, bionic_data::coverage_power_gen_penalty, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), bionic::info(), bionic_data::occupied_bodyparts, cata::optional< T >::value(), and worn.

Referenced by burn_fuel(), and passive_power_gen().

◆ get_encumbrance() [1/2]

char_encumbrance_data Character::get_encumbrance ( ) const

Get encumbrance for all body parts.

Definition at line 3680 of file character.cpp.

3681{
3682 return *encumbrance_cache;
3683}

References encumbrance_cache.

Referenced by item::on_wear(), character_display::print_encumbrance(), and should_combine_bps().

◆ get_encumbrance() [2/2]

char_encumbrance_data Character::get_encumbrance ( const item new_item) const

Get encumbrance for all body parts as if new_item was also worn.

Definition at line 3685 of file character.cpp.

3686{
3687 return calc_encumbrance( new_item );
3688}

References calc_encumbrance().

◆ get_env_resist()

int Character::get_env_resist ( bodypart_id  bp) const
overridevirtual

Returns overall env_resist on a body_part.

Reimplemented from Creature.

Definition at line 7133 of file character.cpp.

7134{
7135 int ret = 0;
7136 for( auto &i : worn ) {
7137 // Head protection works on eyes too (e.g. baseball cap)
7138 if( i.covers( bp->token ) || ( bp == bodypart_id( "eyes" ) && i.covers( bp_head ) ) ) {
7139 ret += i.get_env_resist();
7140 }
7141 }
7142
7143 for( const bionic_id &bid : get_bionics() ) {
7144 const auto EP = bid->env_protec.find( bp.id() );
7145 if( ( !bid->activated || has_active_bionic( bid ) ) && EP != bid->env_protec.end() ) {
7146 ret += EP->second;
7147 }
7148 }
7149
7150 if( bp == bodypart_id( "eyes" ) && has_trait( trait_SEESLEEP ) ) {
7151 ret += 8;
7152 }
7153 return ret;
7154}
static const trait_id trait_SEESLEEP("SEESLEEP")

References bp_head, get_bionics(), has_active_bionic(), has_trait(), int_id< T >::id(), cata::hash64_detail::ret, trait_SEESLEEP, and worn.

Referenced by iexamine::flower_poppy(), is_immune_field(), and map::player_in_field().

◆ get_faction()

virtual faction * Character::get_faction ( ) const
inlinevirtual

Reimplemented in avatar, and npc.

Definition at line 348 of file character.h.

348 {
349 return nullptr;
350 }

Referenced by complete_craft(), npc::consume_food_from_camp(), basecamp::faction_display(), vehicle::handle_potential_theft(), and npc::has_faction_relationship().

◆ get_fastest_sight()

std::pair< int, int > Character::get_fastest_sight ( const item gun,
double  recoil 
) const

Definition at line 577 of file character.cpp.

578{
579 // Get fastest sight that can be used to improve aim further below @ref recoil.
580 int sight_speed_modifier = INT_MIN;
581 int limit = 0;
582 if( effective_dispersion( gun.type->gun->sight_dispersion ) < recoil ) {
583 sight_speed_modifier = gun.has_flag( flag_DISABLE_SIGHTS ) ? 0 : 6;
584 limit = effective_dispersion( gun.type->gun->sight_dispersion );
585 }
586
587 for( const auto e : gun.gunmods() ) {
588 const islot_gunmod &mod = *e->type->gunmod;
589 if( mod.sight_dispersion < 0 || mod.aim_speed < 0 ) {
590 continue; // skip gunmods which don't provide a sight
591 }
592 if( effective_dispersion( mod.sight_dispersion ) < recoil &&
593 mod.aim_speed > sight_speed_modifier ) {
594 sight_speed_modifier = mod.aim_speed;
595 limit = effective_dispersion( mod.sight_dispersion );
596 }
597 }
598 return std::make_pair( sight_speed_modifier, limit );
599}
static const std::string flag_DISABLE_SIGHTS("DISABLE_SIGHTS")
std::vector< item * > gunmods()
Returns all gunmods currently attached to this item (always empty if item not a gun)
Definition: item.cpp:7609
cata::value_ptr< islot_gun > gun
Definition: itype.h:859

References effective_dispersion(), flag_DISABLE_SIGHTS(), itype::gun, item::gunmods(), item::has_flag(), recoil, and item::type.

Referenced by aim_per_move().

◆ get_fatigue()

◆ get_fatigue_description()

std::pair< std::string, nc_color > Character::get_fatigue_description ( ) const

Definition at line 4396 of file character.cpp.

4397{
4398 int fatigue = get_fatigue();
4399 std::string fatigue_string;
4400 nc_color fatigue_color = c_white;
4402 fatigue_color = c_red;
4403 fatigue_string = _( "Exhausted" );
4404 } else if( fatigue > fatigue_levels::dead_tired ) {
4405 fatigue_color = c_light_red;
4406 fatigue_string = _( "Dead Tired" );
4407 } else if( fatigue > fatigue_levels::tired ) {
4408 fatigue_color = c_yellow;
4409 fatigue_string = _( "Tired" );
4410 }
4411 return std::make_pair( fatigue_string, fatigue_color );
4412}

References _, c_light_red, c_red, c_white, c_yellow, dead_tired, exhausted, fatigue, get_fatigue(), and tired.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), spell::energy_cur_string(), npc::faction_display(), and get_consume_needs_hint().

◆ get_free_bionics_slots()

int Character::get_free_bionics_slots ( const bodypart_id bp) const

Definition at line 2518 of file bionics.cpp.

2519{
2521}
int get_total_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2513
int get_used_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2485

References get_total_bionics_slots(), and get_used_bionics_slots().

Referenced by bionic_installation_issues(), and player::power_bionics().

◆ get_fuel_available()

std::vector< itype_id > Character::get_fuel_available ( const bionic_id bio) const

Return list of available fuel for this bionic.

Definition at line 2076 of file character.cpp.

2077{
2078 std::vector<itype_id> stored_fuels;
2079 for( const itype_id &fuel : bio->fuel_opts ) {
2080 const item tmp_fuel( fuel );
2081 if( !get_value( fuel.str() ).empty() || tmp_fuel.has_flag( flag_PERPETUAL ) ) {
2082 stored_fuels.emplace_back( fuel );
2083 }
2084 }
2085 return stored_fuels;
2086}
static const std::string flag_PERPETUAL("PERPETUAL")

References flag_PERPETUAL(), bionic_data::fuel_opts, Creature::get_value(), item::has_flag(), and string_id< T >::str().

Referenced by burn_fuel(), draw_bionics_titlebar(), passive_power_gen(), process_bionic(), and npc::recharge_cbm().

◆ get_fuel_capacity()

int Character::get_fuel_capacity ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2088 of file character.cpp.

2089{
2090 int amount_stored = 0;
2091 if( !get_value( fuel.str() ).empty() ) {
2092 amount_stored = std::stoi( get_value( fuel.str() ) );
2093 }
2094 int capacity = 0;
2095 for( const bionic_id &bid : get_bionics() ) {
2096 for( const itype_id &fl : bid->fuel_opts ) {
2097 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2098 if( fl == fuel ) {
2099 capacity += bid->fuel_capacity;
2100 }
2101 }
2102 }
2103 }
2104 return capacity - amount_stored;
2105}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by fuel_bionic_with().

◆ get_fueled_bionics()

std::vector< bionic_id > Character::get_fueled_bionics ( ) const

Return bionic_id of fueled bionics.

Definition at line 1943 of file character.cpp.

1944{
1945 std::vector<bionic_id> bionics;
1946 for( const bionic_id &bid : get_bionics() ) {
1947 if( !bid->fuel_opts.empty() ) {
1948 bionics.emplace_back( bid );
1949 }
1950 }
1951 return bionics;
1952}

References get_bionics().

Referenced by npc::recharge_cbm(), and npc::wants_to_recharge_cbm().

◆ get_grammatical_genders()

std::vector< std::string > Character::get_grammatical_genders ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 6100 of file character.cpp.

6101{
6102 if( male ) {
6103 return { "m" };
6104 } else {
6105 return { "f" };
6106 }
6107}

References male.

Referenced by translate_gendered_line().

◆ get_healthy()

int Character::get_healthy ( ) const
virtual

◆ get_healthy_mod()

int Character::get_healthy_mod ( ) const
virtual

Definition at line 4145 of file character.cpp.

4146{
4147 return healthy_mod;
4148}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), player::process_one_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ get_highest_category()

std::string Character::get_highest_category ( ) const

Returns the highest mutation category.

Returns the mutation category with the highest strength.

Definition at line 7970 of file character.cpp.

7971{
7972 int iLevel = 0;
7973 std::string sMaxCat;
7974
7975 for( const std::pair<const std::string, int> &elem : mutation_category_level ) {
7976 if( elem.second > iLevel ) {
7977 sMaxCat = elem.first;
7978 iLevel = elem.second;
7979 } else if( elem.second == iLevel ) {
7980 sMaxCat.clear(); // no category on ties
7981 }
7982 }
7983 return sMaxCat;
7984}
std::map< std::string, int > mutation_category_level
Definition: character.h:1719

References mutation_category_level.

Referenced by player::hardcoded_effects(), old_mutate(), map::player_in_field(), and test_crossing_threshold().

◆ get_hit_base()

float Character::get_hit_base ( ) const
overridevirtual
Dexterity increases hit base, slightly

Implements Creature.

Definition at line 5842 of file character.cpp.

5843{
5844 /** @EFFECT_DEX increases hit base, slightly */
5845 return get_dex() / 4.0f;
5846}

References get_dex().

Referenced by get_melee_hit_base().

◆ get_hit_weapon()

float Character::get_hit_weapon ( const item weap) const

Gets melee accuracy component from weapon+skills.

Unarmed improves hit chance for unarmed weapons Bashing improves hit chance for bashing weapons Cutting improves hit chance for cutting weapons Stabbing improves hit chance for piercing weapons Melee improves hit chance for all items (including non-weapons)

Definition at line 274 of file melee.cpp.

275{
276 /** @EFFECT_UNARMED improves hit chance for unarmed weapons */
277 /** @EFFECT_BASHING improves hit chance for bashing weapons */
278 /** @EFFECT_CUTTING improves hit chance for cutting weapons */
279 /** @EFFECT_STABBING improves hit chance for piercing weapons */
280 auto skill = get_skill_level( weap.melee_skill() );
281
282 // CQB bionic acts as a lower bound providing item uses a weapon skill
283 if( skill < BIO_CQB_LEVEL && has_active_bionic( bio_cqb ) ) {
284 skill = BIO_CQB_LEVEL;
285 }
286
287 /** @EFFECT_MELEE improves hit chance for all items (including non-weapons) */
288 return ( skill / 3.0f ) + ( get_skill_level( skill_melee ) / 2.0f ) + weap.type->m_to_hit;
289}

References bio_cqb, BIO_CQB_LEVEL, get_skill_level(), has_active_bionic(), itype::m_to_hit, item::melee_skill(), skill_melee, and item::type.

Referenced by item::effective_dps(), and get_melee_hit_base().

◆ get_hostile_creatures()

std::vector< Creature * > Character::get_hostile_creatures ( int  range) const

Get all hostile creatures currently visible to this player.

Definition at line 10235 of file character.cpp.

10236{
10237 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10238 // Fixes circular distance range for ranged attacks
10239 float dist_to_creature = std::round( rl_dist_exact( pos(), critter.pos() ) );
10240 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10241 dist_to_creature <= range && critter.attitude_to( *this ) == A_HOSTILE
10242 && sees( critter );
10243 } );
10244}
virtual Attitude attitude_to(const Creature &other) const =0
Attitude (of this creature) towards another creature.
float rl_dist_exact(const tripoint &loc1, const tripoint &loc2)
Definition: line.cpp:292

References Creature::A_HOSTILE, Creature::attitude_to(), g, Creature::pos(), pos(), rl_dist_exact(), and sees().

◆ get_hunger_description()

std::pair< std::string, nc_color > Character::get_hunger_description ( ) const

Definition at line 4361 of file character.cpp.

4362{
4363 int total_kcal = stored_calories + stomach.get_calories();
4364 int max_kcal = max_stored_kcal();
4365 float days_left = static_cast<float>( total_kcal ) / bmr();
4366 float days_max = static_cast<float>( max_kcal ) / bmr();
4367 std::string hunger_string;
4368 nc_color hunger_color = c_white;
4369 if( days_left >= days_max ) {
4370 hunger_string = _( "Engorged" );
4371 hunger_color = c_green;
4372 } else if( days_max - days_left < 0.5f ) {
4373 hunger_string = _( "Sated" );
4374 hunger_color = c_green;
4375 } else if( days_max - days_left < 1.0f ) {
4376 hunger_string = _( "Hungry" );
4377 hunger_color = c_yellow;
4378 } else if( days_max / days_left < 2.0f ) {
4379 hunger_string = _( "Very Hungry" );
4380 hunger_color = c_yellow;
4381 } else if( days_left > 1 ) {
4382 hunger_string = _( "Famished" );
4383 hunger_color = c_light_red;
4384 } else {
4385 hunger_string = _( "Starving" );
4386 hunger_color = c_red;
4387 }
4388
4389 if( has_trait( trait_SELFAWARE ) ) {
4390 hunger_string = string_format( "%d kcal", total_kcal );
4391 }
4392
4393 return std::make_pair( hunger_string, hunger_color );
4394}
static const trait_id trait_SELFAWARE("SELFAWARE")

References _, bmr(), c_green, c_light_red, c_red, c_white, c_yellow, stomach_contents::get_calories(), has_trait(), max_stored_kcal(), stomach, stored_calories, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_int()

◆ get_int_base()

int Character::get_int_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4093 of file character.cpp.

4094{
4095 return int_max;
4096}

References int_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_int(), and avatar::get_int_base().

◆ get_int_bonus()

int Character::get_int_bonus ( ) const
virtual

Definition at line 4110 of file character.cpp.

4111{
4112 return int_bonus;
4113}

References int_bonus.

Referenced by reset_stats().

◆ get_item_position()

int Character::get_item_position ( const item it) const

Returns the item position (suitable for i_at or similar) of a specific item.

Returns INT_MIN if the item is not found. Note that this may lose some information, for example the returned position is the same when the given item points to the container and when it points to the item inside the container. All items that are part of the same stack have the same item position.

Definition at line 2407 of file character.cpp.

2408{
2409 if( weapon.has_item( *it ) ) {
2410 return -1;
2411 }
2412
2413 int p = 0;
2414 for( const auto &e : worn ) {
2415 if( e.has_item( *it ) ) {
2416 return worn_position_to_index( p );
2417 }
2418 p++;
2419 }
2420
2421 return inv.position_by_item( it );
2422}
static int worn_position_to_index(int position)
Definition: character.h:1077
int position_by_item(const item *it) const
Returns the item position of the stack that contains the given item (compared by pointers).
Definition: inventory.cpp:827
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:95

References visitable< T >::has_item(), inv, inventory::position_by_item(), weapon, worn, and worn_position_to_index().

Referenced by npc::alt_attack(), game::butcher(), iuse::chop_logs(), iuse::chop_tree(), chop_tree_activity(), convert_to_items(), damage_item(), iuse::fill_pit(), iuse::hacksaw(), monexamine::insert_battery(), iuse::makemound(), item_location::impl::item_on_person::obtain(), iuse::pack_item(), iuse::play_game(), iuse::radglove(), iuse::stimpack(), salvage_actor::try_to_cut_up(), pick_lock_actor::use(), musical_instrument_actor::use(), repair_item_actor::use(), sew_advanced_actor::use(), and avatar_action::wield().

◆ get_kcal_percent()

◆ get_learned_recipes()

const recipe_subset & Character::get_learned_recipes ( ) const

Returns all known recipes.

Definition at line 10564 of file character.cpp.

10565{
10566 if( *_skills != *autolearn_skills_stamp ) {
10567 for( const auto &r : recipe_dict.all_autolearn() ) {
10568 if( meets_skill_requirements( r->autolearn_requirements ) ) {
10569 learned_recipes->include( r );
10570 }
10571 }
10573 }
10574
10575 return *learned_recipes;
10576}
pimpl< recipe_subset > learned_recipes
Subset of learned recipes.
Definition: character.h:2101
pimpl< SkillLevelMap > autolearn_skills_stamp
Stamp of character skills.
Definition: character.h:2099
const std::set< const recipe * > & all_autolearn() const
Returns all recipes that can be automatically learned.

References _skills, recipe_dictionary::all_autolearn(), autolearn_skills_stamp, learned_recipes, meets_skill_requirements(), and recipe_dict.

Referenced by player::get_available_recipes(), knows_recipe(), peek_related_recipe(), and select_crafting_recipe().

◆ get_lowest_hp()

int Character::get_lowest_hp ( ) const

Definition at line 10358 of file character.cpp.

10359{
10360 // Set lowest_hp to an arbitrarily large number.
10361 int lowest_hp = 999;
10362 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
10363 const int cur_hp = elem.second.get_hp_cur();
10364 if( cur_hp < lowest_hp ) {
10365 lowest_hp = cur_hp;
10366 }
10367 }
10368 return lowest_hp;
10369}

References Creature::get_body().

Referenced by debug_menu::character_edit_menu().

◆ get_max_healthy()

int Character::get_max_healthy ( ) const

Definition at line 4543 of file character.cpp.

4544{
4545 return 200;
4546}

Referenced by update_health().

◆ get_max_power_level()

◆ get_melee_hit_base()

float Character::get_melee_hit_base ( ) const

Returns weapon skill.

Definition at line 291 of file melee.cpp.

292{
293 // Character::get_hit_base includes stat calculations already
295}
const item & used_weapon() const
Returns a reference to the item which will be used to make attacks.
Definition: melee.cpp:135
float get_hit_weapon(const item &weap) const
Gets melee accuracy component from weapon+skills.
Definition: melee.cpp:274
float get_hit_base() const override
Definition: character.cpp:5842
float mabuff_tohit_bonus() const
Returns the to hit bonus from martial arts buffs.

References get_hit_base(), get_hit_weapon(), mabuff_tohit_bonus(), and used_weapon().

Referenced by draw_stats_info(), hit_roll(), and set_stats().

◆ get_miss_reason()

std::string Character::get_miss_reason ( )

Returns an explanation for why the player would miss a melee attack.

Definition at line 329 of file melee.cpp.

330{
331 // everything that lowers accuracy in player::hit_roll()
332 // adding it in hit_roll() might not be safe if it's called multiple times
333 // in one turn
335 _( "Your torso encumbrance throws you off-balance." ),
336 roll_remainder( encumb( bp_torso ) / 10.0 ) );
337 const int farsightedness = 2 * ( has_trait( trait_HYPEROPIC ) &&
338 !worn_with_flag( "FIX_FARSIGHT" ) &&
341 _( "You can't hit reliably due to your farsightedness." ),
342 farsightedness );
343
344 const std::string *const reason = melee_miss_reasons.pick();
345 if( reason == nullptr ) {
346 return std::string();
347 }
348 return *reason;
349}
void add_miss_reason(const std::string &reason, unsigned int weight)
Adds a reason for why the player would miss a melee attack.
Definition: melee.cpp:318
static const efftype_id effect_contacts("contacts")
static const trait_id trait_HYPEROPIC("HYPEROPIC")

References _, add_miss_reason(), bp_torso, effect_contacts, encumb(), Creature::has_effect(), has_trait(), melee_miss_reasons, roll_remainder(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack().

◆ get_mod()

int Character::get_mod ( const trait_id mut,
const std::string &  arg 
) const
private

Retrieves a stat mod of a mutation.

Definition at line 195 of file mutation.cpp.

196{
197 auto &mod_data = mut->mods;
198 int ret = 0;
199 auto found = mod_data.find( std::make_pair( false, arg ) );
200 if( found != mod_data.end() ) {
201 ret += found->second;
202 }
203 return ret;
204}
detail::named_arg< Char, T > arg(const Char *name, const T &arg)
\rst Returns a named argument to be used in a formatting function.
Definition: fmtlib_core.h:1860
std::unordered_map< std::pair< bool, std::string >, int, cata::tuple_hash > mods
Key pair is <active: bool, mod type: "STR">
Definition: mutation.h:275

References arg(), mutation_branch::mods, and cata::hash64_detail::ret.

Referenced by apply_mods().

◆ get_mod_stat_from_bionic()

int Character::get_mod_stat_from_bionic ( const character_stat Stat) const

Get stat bonus from bionic.

Definition at line 2169 of file character.cpp.

2170{
2171 int ret = 0;
2172 for( const bionic_id &bid : get_bionics() ) {
2173 const auto St_bn = bid->stat_bonus.find( Stat );
2174 if( St_bn != bid->stat_bonus.end() ) {
2175 ret += St_bn->second;
2176 }
2177 }
2178 return ret;
2179}

References get_bionics(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ get_morale()

int Character::get_morale ( const morale_type type) const

Definition at line 9112 of file character.cpp.

9113{
9114 return morale->get( type );
9115}

References morale, and type.

◆ get_morale_level()

int Character::get_morale_level ( ) const

◆ get_most_accurate_sight()

int Character::get_most_accurate_sight ( const item gun) const

Definition at line 601 of file character.cpp.

602{
603 if( !gun.is_gun() ) {
604 return 0;
605 }
606
607 int limit = effective_dispersion( gun.type->gun->sight_dispersion );
608 for( const auto e : gun.gunmods() ) {
609 const islot_gunmod &mod = *e->type->gunmod;
610 if( mod.aim_speed >= 0 ) {
611 limit = std::min( limit, effective_dispersion( mod.sight_dispersion ) );
612 }
613 }
614
615 return limit;
616}

References effective_dispersion(), itype::gun, item::gunmods(), item::is_gun(), and item::type.

Referenced by npc::invalidate_range_cache(), and npc::method_of_attack().

◆ get_most_efficient_bionic()

bionic_id Character::get_most_efficient_bionic ( const std::vector< bionic_id > &  bids) const

Return bionic_id of bionic of most fuel efficient bionic.

Definition at line 1954 of file character.cpp.

1955{
1956 float temp_eff = 0;
1957 bionic_id bio( "null" );
1958 for( const bionic_id &bid : bids ) {
1959 if( bid->fuel_efficiency > temp_eff ) {
1960 temp_eff = bid->fuel_efficiency;
1961 bio = bid;
1962 }
1963 }
1964 return bio;
1965}

Referenced by fuel_bionic_with(), and get_acquirable_energy().

◆ get_movement_mode()

character_movemode Character::get_movement_mode ( ) const

Definition at line 1614 of file character.cpp.

1615{
1616 return move_mode;
1617}

References move_mode.

Referenced by cata_event_dispatch::avatar_moves().

◆ get_mutation_social_mods()

social_modifiers Character::get_mutation_social_mods ( ) const

Goes over all mutations, returning the sum of the social modifiers.

Definition at line 6668 of file character.cpp.

6669{
6670 social_modifiers mods;
6671 for( const mutation_branch *mut : cached_mutations ) {
6672 mods += mut->social_mods;
6673 }
6674
6675 return mods;
6676}

References cached_mutations.

Referenced by talk_trial::calc_chance().

◆ get_mutations()

std::vector< trait_id > Character::get_mutations ( bool  include_hidden = true) const

Get the idents of all traits/mutations.

Definition at line 2857 of file newcharacter.cpp.

2858{
2859 std::vector<trait_id> result;
2860 for( const std::pair<const trait_id, trait_data> &t : my_mutations ) {
2861 if( include_hidden || t.first.obj().player_display ) {
2862 result.push_back( t.first );
2863 }
2864 }
2865 for( const trait_id &ench_trait : enchantment_cache->get_mutations() ) {
2866 if( include_hidden || ench_trait->player_display ) {
2867 bool found = false;
2868 for( const trait_id &exist : result ) {
2869 if( exist == ench_trait ) {
2870 found = true;
2871 break;
2872 }
2873 }
2874 if( !found ) {
2875 result.push_back( ench_trait );
2876 }
2877 }
2878 }
2879 return result;
2880}

References enchantment_cache, and my_mutations.

Referenced by monster::attitude(), bodytemp_modifier_traits(), bodytemp_modifier_traits_floor(), can_eat(), can_install_cbm_on_bp(), can_use_heal_item(), can_wear(), check_and_recover_morale(), compute_default_effective_vitamins(), player::crafting_success_roll(), avatar::create(), crossed_threshold(), character_display::disp_info(), drench_mut_calc(), npc::form_opinion(), has_trait_flag(), is_category_allowed(), is_weak_to_water(), mod_healthy(), mut_cbm_encumb(), mutation_armor(), mutation_attacks(), item::mutations_from_wearing(), diary::new_page(), player::process_turn(), avatar::randomize(), reset_scenario(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), set_description(), set_highest_cat_level(), set_profession(), sleep(), update_type_of_scent(), visible_mutations(), vitamin_rate(), and memorial_logger::write().

◆ get_name()

std::string Character::get_name ( ) const
overridevirtual

Implements Creature.

Definition at line 6095 of file character.cpp.

6096{
6097 return name;
6098}

References name.

Referenced by apply_damage(), autodoc_internal(), debug_menu::character_edit_menu(), npc::die(), pour_into(), npc::set_omt_destination(), and game::vertical_move().

◆ get_next_auto_move_direction()

action_id Character::get_next_auto_move_direction ( )

Definition at line 10521 of file character.cpp.

10522{
10523 if( !has_destination() ) {
10524 return ACTION_NULL;
10525 }
10526
10528 if( pos() != *next_expected_position ) {
10529 // We're off course, possibly stumbling or stuck, cancel auto move
10530 return ACTION_NULL;
10531 }
10532 }
10533
10534 next_expected_position.emplace( auto_move_route.front() );
10535 auto_move_route.erase( auto_move_route.begin() );
10536
10538
10539 // Make sure the direction is just one step and that
10540 // all diagonal moves have 0 z component
10541 if( std::abs( dp.x ) > 1 || std::abs( dp.y ) > 1 || std::abs( dp.z ) > 1 ||
10542 ( std::abs( dp.z ) != 0 && ( std::abs( dp.x ) != 0 || std::abs( dp.y ) != 0 ) ) ) {
10543 // Should never happen, but check just in case
10544 return ACTION_NULL;
10545 }
10547}
action_id get_movement_action_from_delta(const tripoint &d, const iso_rotate rot)
Translate coordinate delta into movement action.
Definition: action.cpp:484
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
int y
Definition: point.h:151
int z
Definition: point.h:152
int x
Definition: point.h:150

References ACTION_NULL, auto_move_route, get_movement_action_from_delta(), has_destination(), next_expected_position, pos(), tripoint::x, tripoint::y, yes, and tripoint::z.

Referenced by game::handle_action(), and game::try_get_left_click_action().

◆ get_overlay_ids()

std::vector< std::string > Character::get_overlay_ids ( ) const

Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest".

Only required for rendering.

Definition at line 3291 of file character.cpp.

3292{
3293 std::vector<std::string> rval;
3294 std::multimap<int, std::string> mutation_sorting;
3295 int order;
3296 std::string overlay_id;
3297
3298 // first get effects
3299 for( const auto &eff_pr : *effects ) {
3300 if( !eff_pr.second.begin()->second.is_removed() ) {
3301 rval.push_back( "effect_" + eff_pr.first.str() );
3302 }
3303 }
3304
3305 // then get mutations
3306 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
3307 overlay_id = ( mut.second.powered ? "active_" : "" ) + mut.first.str();
3308 order = get_overlay_order_of_mutation( overlay_id );
3309 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3310 }
3311
3312 // then get bionics
3313 for( const bionic &bio : *my_bionics ) {
3314 overlay_id = ( bio.powered ? "active_" : "" ) + bio.id.str();
3315 order = get_overlay_order_of_mutation( overlay_id );
3316 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3317 }
3318
3319 for( auto &mutorder : mutation_sorting ) {
3320 rval.push_back( "mutation_" + mutorder.second );
3321 }
3322
3323 // next clothing
3324 // TODO: worry about correct order of clothing overlays
3325 for( const item &worn_item : worn ) {
3326 rval.push_back( "worn_" + worn_item.typeId().str() );
3327 }
3328
3329 // last weapon
3330 // TODO: might there be clothing that covers the weapon?
3331 if( is_armed() ) {
3332 rval.push_back( "wielded_" + weapon.typeId().str() );
3333 }
3334
3335 if( move_mode != CMM_WALK ) {
3336 rval.push_back( io::enum_to_string( move_mode ) );
3337 }
3338 return rval;
3339}
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
std::string enum_to_string(E)
int get_overlay_order_of_mutation(const std::string &mutation_id_string)

References CMM_WALK, Creature::effects, io::enum_to_string(), get_overlay_order_of_mutation(), is_armed(), move_mode, my_bionics, my_mutations, string_id< T >::str(), item::typeId(), weapon, and worn.

◆ get_pain_description()

std::pair< std::string, nc_color > Character::get_pain_description ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 4465 of file character.cpp.

4466{
4467 const std::pair<std::string, nc_color> pain = Creature::get_pain_description();
4468 nc_color pain_color = pain.second;
4469 std::string pain_string;
4470 // get pain color
4471 if( get_perceived_pain() >= 60 ) {
4472 pain_color = c_red;
4473 } else if( get_perceived_pain() >= 40 ) {
4474 pain_color = c_light_red;
4475 }
4476 // get pain string
4478 get_perceived_pain() > 0 ) {
4479 pain_string = string_format( "%s %d", _( "Pain " ), get_perceived_pain() );
4480 } else if( get_perceived_pain() > 0 ) {
4481 pain_string = pain.first;
4482 }
4483 return std::make_pair( pain_string, pain_color );
4484}
static const efftype_id effect_got_checked("got_checked")
virtual std::pair< std::string, nc_color > get_pain_description() const
Definition: creature.cpp:1376
int pain
Definition: creature.h:888

References _, c_light_red, c_red, effect_got_checked, Creature::get_pain_description(), Creature::get_perceived_pain(), Creature::has_effect(), has_trait(), Creature::pain, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), and get_consume_needs_hint().

◆ get_painkiller()

◆ get_path_avoid()

std::set< tripoint > Character::get_path_avoid ( ) const
overridevirtual

Returns a set of points we do not want to path through.

Implements Creature.

Reimplemented in npc.

Definition at line 9951 of file character.cpp.

9952{
9953 std::set<tripoint> ret;
9954 for( npc &guy : g->all_npcs() ) {
9955 if( sees( guy ) ) {
9956 ret.insert( guy.pos() );
9957 }
9958 }
9959
9960 // TODO: Add known traps in a way that doesn't destroy performance
9961
9962 return ret;
9963}

References g, cata::hash64_detail::ret, and sees().

Referenced by activity_on_turn_move_loot(), can_mount(), game::handle_action(), game::list_items(), game::look_around(), perform_zone_activity_turn(), route_adjacent(), activity_handlers::travel_do_turn(), and game::try_get_left_click_action().

◆ get_pathfinding_settings()

const pathfinding_settings & Character::get_pathfinding_settings ( ) const
overridevirtual

◆ get_per()

◆ get_per_base()

int Character::get_per_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4089 of file character.cpp.

4090{
4091 return per_max;
4092}

References per_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_per(), and avatar::get_per_base().

◆ get_per_bonus()

int Character::get_per_bonus ( ) const
virtual

Definition at line 4106 of file character.cpp.

4107{
4108 return per_bonus;
4109}

References per_bonus.

Referenced by reset_stats().

◆ get_power_level()

◆ get_rad()

◆ get_remote_fueled_bionic()

bionic_id Character::get_remote_fueled_bionic ( ) const

Returns bionic_id of first remote fueled bionic found.

Definition at line 1902 of file character.cpp.

1903{
1904 for( const bionic_id &bid : get_bionics() ) {
1905 if( bid->is_remote_fueled ) {
1906 return bid;
1907 }
1908 }
1909 return bionic_id();
1910}

References bionic_id, and get_bionics().

Referenced by iuse::cable_attach(), and iuse::solarpack().

◆ get_shout_volume()

int Character::get_shout_volume ( ) const
Strength increases shouting volume

Definition at line 7686 of file character.cpp.

7687{
7688 int base = 10;
7689 int shout_multiplier = 2;
7690
7691 // Mutations make shouting louder, they also define the default message
7692 if( has_trait( trait_SHOUT3 ) ) {
7693 shout_multiplier = 4;
7694 base = 20;
7695 } else if( has_trait( trait_SHOUT2 ) ) {
7696 base = 15;
7697 shout_multiplier = 3;
7698 }
7699
7700 // You can't shout without your face
7701 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7702 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7703 base = 0;
7704 shout_multiplier = 0;
7705 }
7706
7707 // Masks and such dampen the sound
7708 // Balanced around whisper for wearing bondage mask
7709 // and noise ~= 10 (door smashing) for wearing dust mask for character with strength = 8
7710 /** @EFFECT_STR increases shouting volume */
7711 const int penalty = encumb( bp_mouth ) * 3 / 2;
7712 int noise = base + str_cur * shout_multiplier - penalty;
7713
7714 // Minimum noise volume possible after all reductions.
7715 // Volume 1 can't be heard even by player
7716 constexpr int minimum_noise = 2;
7717
7718 if( noise <= base ) {
7719 noise = std::max( minimum_noise, noise );
7720 }
7721
7722 // Screaming underwater is not good for oxygen and harder to do overall
7723 if( underwater ) {
7724 noise = std::max( minimum_noise, noise / 2 );
7725 }
7726 return noise;
7727}
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_SHOUT3("SHOUT3")
bool underwater
Definition: creature.h:570

References bp_mouth, encumb(), has_trait(), is_wearing(), itype_id, noise, str_cur, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, and Creature::underwater.

Referenced by game::chat(), npc::say(), shout(), and activity_handlers::spellcasting_finish().

◆ get_size()

◆ get_skill_level() [1/2]

int Character::get_skill_level ( const skill_id ident) const

Definition at line 3356 of file character.cpp.

3357{
3358 return _skills->get_skill_level( ident );
3359}

References _skills.

Referenced by npc::address_needs(), aim_speed_skill_modifier(), apply_skill_boost(), iexamine::arcfurnace_empty(), attack_cost(), player::avoid_trap(), mattack::bio_op_disarm(), bionics_pl_skill(), block_hit(), item::book_info(), ranged::burst_penalty(), activity_handlers::butcher_finish(), calc_skill_training_cost(), calc_skill_training_time(), veh_utils::calc_xp_gain(), character_martial_arts::can_arm_block(), player::can_autolearn(), can_estimate_rot(), character_martial_arts::can_leg_block(), can_mount(), npc::can_read(), enzlave_actor::can_use(), caravan_price(), activity_handlers::chop_planks_finish(), item::color_in_inventory(), companion_combat_rank(), companion_industry_rank(), companion_survival_rank(), complete_craft(), crafting::complete_disassemble(), construction_color(), player::crafting_success_roll(), crit_chance(), iuse::crowbar(), salvage_actor::cut_up(), mattack::dermatik(), trap::detect_trap(), player::disarm(), avatar::do_read(), dialogue::dynamic_line(), iuse::einktabletpc(), enumerate_unmet_requirements(), spell::exp_modifier(), map_data_common_t::extended_description(), npc::faction_display(), player::fall_damage_mod(), farm_action(), game::find_or_make_stairs(), npc::finish_read(), activity_handlers::fish_do_turn(), iuse::fish_trap(), item::food_info(), fungal_effects::fungalize(), player::get_available_recipes(), item::get_available_recipes(), heal_actor::get_bandaged_level(), avatar::get_book_reader(), heal_actor::get_disinfected_level(), get_dodge_base(), get_encumbrance_description(), heal_actor::get_heal_value(), get_hit_weapon(), player::get_melee(), player_activity::get_progress_message(), player::get_weapon_dispersion(), iuse::gun_repair(), player::gun_value(), player::gunmod_installation_odds(), computer_session::hack_attempt(), hack_level(), hackveh(), handle_melee_wear(), hardcoded_mutation_attack(), harvest_common(), iexamine::harvest_plant(), has_skill_for_vehicle_work(), ma_requirements::is_valid_character(), player::item_reload_cost(), item_store_cost(), ma_style_callback::key(), iexamine::kiln_empty(), activity_handlers::lockpicking_finish(), melee_attack(), player::mend_item(), iuse::mind_splicer(), morale_crafting_speed_multiplier(), iuse::multicooker(), mutation_attacks(), npc_trading::net_price_adjustment(), game::npc_menu(), player::on_dodge(), item::on_wield(), iuse::pack_cbm(), monexamine::pet_menu(), pick_part_to_heal(), pick_plant(), vehicle::pldrive(), player::practice(), iexamine::practice_survival_while_foraging(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), avatar::randomize(), examine_item_menu::rate_action_use(), player::reach_attack(), avatar::read(), recalc_hp(), repair_item_actor::repair(), repair_item_actor::repair_chance(), activity_handlers::repair_item_finish(), activity_handlers::robot_control_finish(), iuse::robotcontrol(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), iexamine::safe(), scavenging_combat_skill(), set_description(), conditional_t< T >::set_has_skill(), set_skills(), map::shake_vehicle(), iexamine::shrub_wildveggies(), sinkhole_safety_roll(), skill_increment_cost(), npc::skills_offered_to(), smash(), read_inventory_preset::sort_compare(), spell::spell_fail(), player::start_craft(), talk_function::start_training(), suffer_from_schizophrenia(), survive_random_encounter(), swim_speed(), player::talk_skill(), iuse::tazer(), player::throw_item(), throw_range(), mattack::thrown_by_judo(), time_to_attack(), known_magic::time_to_learn_spell(), npc::time_to_read(), avatar::time_to_read(), item::tname(), activity_handlers::train_finish(), iexamine::tree_hickory(), place_monster_iuse::use(), firestarter_actor::use(), enzlave_actor::use(), heal_actor::use(), sew_advanced_actor::use(), npc::value(), game::vertical_move(), player::wield_contents(), and debug_menu::wishskill().

◆ get_skill_level() [2/2]

int Character::get_skill_level ( const skill_id ident,
const item context 
) const

Definition at line 3361 of file character.cpp.

3362{
3363 return _skills->get_skill_level( ident, context );
3364}

References _skills.

◆ get_skill_level_object() [1/2]

◆ get_skill_level_object() [2/2]

const SkillLevel & Character::get_skill_level_object ( const skill_id ident) const

Definition at line 3346 of file character.cpp.

3347{
3348 return _skills->get_skill_level_object( ident );
3349}

References _skills.

◆ get_sleep_deprivation()

int Character::get_sleep_deprivation ( ) const

◆ get_speed()

◆ get_stamina()

◆ get_stamina_max()

int Character::get_stamina_max ( ) const

◆ get_stashed_activity()

player_activity Character::get_stashed_activity ( ) const

Definition at line 973 of file character.cpp.

974{
976}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ get_stim()

◆ get_stored_kcal()

◆ get_str()

◆ get_str_base()

int Character::get_str_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4081 of file character.cpp.

4082{
4083 return str_max;
4084}

References str_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_str(), and avatar::get_str_base().

◆ get_str_bonus()

int Character::get_str_bonus ( ) const
virtual

Definition at line 4098 of file character.cpp.

4099{
4100 return str_bonus;
4101}

References str_bonus.

Referenced by reset_stats().

◆ get_thirst()

◆ get_thirst_description()

std::pair< std::string, nc_color > Character::get_thirst_description ( ) const

Definition at line 4332 of file character.cpp.

4333{
4334 int thirst = get_thirst();
4335 std::string hydration_string;
4336 nc_color hydration_color = c_white;
4338 hydration_color = c_light_red;
4339 hydration_string = _( "Parched" );
4340 } else if( thirst > thirst_levels::dehydrated ) {
4341 hydration_color = c_light_red;
4342 hydration_string = _( "Dehydrated" );
4343 } else if( thirst > thirst_levels::very_thirsty ) {
4344 hydration_color = c_yellow;
4345 hydration_string = _( "Very thirsty" );
4346 } else if( thirst > thirst_levels::thirsty ) {
4347 hydration_color = c_yellow;
4348 hydration_string = _( "Thirsty" );
4349 } else if( thirst > thirst_levels::slaked ) {
4350 // Nothing
4351 } else if( thirst > thirst_levels::hydrated ) {
4352 hydration_color = c_green;
4353 hydration_string = _( "Hydrated" );
4354 } else if( thirst > thirst_levels::turgid ) {
4355 hydration_color = c_green;
4356 hydration_string = _( "Turgid" );
4357 }
4358 return std::make_pair( hydration_string, hydration_color );
4359}

References _, c_green, c_light_red, c_white, c_yellow, dehydrated, get_thirst(), hydrated, parched, slaked, thirst, thirsty, turgid, and very_thirsty.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_time_died()

time_point Character::get_time_died ( ) const
inline

return the calendar::turn the character expired

Definition at line 1408 of file character.h.

1408 {
1409 return time_died;
1410 }
time_point time_died
Definition: character.h:2111

References time_died.

◆ get_total_bionics_slots()

int Character::get_total_bionics_slots ( const bodypart_id bp) const

Definition at line 2513 of file bionics.cpp.

2514{
2515 return bp->bionic_slots();
2516}

Referenced by get_free_bionics_slots(), and player::power_bionics().

◆ get_total_fuel_capacity()

int Character::get_total_fuel_capacity ( const itype_id fuel) const

Return total space to store specified fuel.

Definition at line 2107 of file character.cpp.

2108{
2109 int capacity = 0;
2110 for( const bionic_id &bid : get_bionics() ) {
2111 for( const itype_id &fl : bid->fuel_opts ) {
2112 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2113 if( fl == fuel ) {
2114 capacity += bid->fuel_capacity;
2115 }
2116 }
2117 }
2118 }
2119 return capacity;
2120}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by draw_bionics_titlebar().

◆ get_type_of_scent()

scenttype_id Character::get_type_of_scent ( ) const

Definition at line 8764 of file character.cpp.

8765{
8766 return type_of_scent;
8767}
scenttype_id type_of_scent
Definition: character.h:2192

References type_of_scent.

Referenced by game::do_turn(), update_type_of_scent(), and change_scent_iuse::use().

◆ get_used_bionics_slots()

int Character::get_used_bionics_slots ( const bodypart_id bp) const

Definition at line 2485 of file bionics.cpp.

2486{
2487 int used_slots = 0;
2488 for( const bionic_id &bid : get_bionics() ) {
2489 auto search = bid->occupied_bodyparts.find( bp.id() );
2490 if( search != bid->occupied_bodyparts.end() ) {
2491 used_slots += search->second;
2492 }
2493 }
2494
2495 return used_slots;
2496}
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)

References get_bionics(), int_id< T >::id(), and overmap_ui::search().

Referenced by get_free_bionics_slots().

◆ get_visible_creatures()

std::vector< Creature * > Character::get_visible_creatures ( int  range) const

Returns all creatures that this player can see and that are in the given range.

This player object itself is never included. The player character (g->u) is checked and might be included (if applicable).

Parameters
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10227 of file character.cpp.

10228{
10229 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10230 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10231 rl_dist( pos(), critter.pos() ) <= range && sees( critter );
10232 } );
10233}

References g, Creature::pos(), pos(), rl_dist(), and sees().

Referenced by game::is_hostile_within(), game::list_items_monsters(), and game::mon_info_update().

◆ get_vision_modes()

const std::bitset< NUM_VISION_MODES > & Character::get_vision_modes ( ) const
inline

Definition at line 1491 of file character.h.

1491 {
1492 return vision_mode_cache;
1493 }

References vision_mode_cache.

◆ get_vision_threshold()

float Character::get_vision_threshold ( float  light_level) const

Returns the apparent light level at which the player can see.

This is adjusted by the light level at the character's position to simulate glare, etc, night vision only works if you are in the dark.

Definition at line 1809 of file character.cpp.

1810{
1812 // Debug vision always works with absurdly little light.
1813 return 0.01;
1814 }
1815
1816 // As light_level goes from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LIT,
1817 // dimming goes from 1.0 to 2.0.
1818 const float dimming_from_light = 1.0 + ( ( static_cast<float>( light_level ) -
1821
1822 // -1 because SOME math was changed from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LOW
1823 // but kept in other places.
1824 // *_LOW is the one actually used in math, *_MINIMAL is arbitrary.
1825 // TODO: Correct test cases and drop the ugliness
1826
1827 // This guarantees at least 1 tile of range
1828 static const float threshold_cap = vision::threshold_for_nv_range( 1 - 1 ) * LIGHT_AMBIENT_LOW /
1830
1831 return std::min( {static_cast<float>( LIGHT_AMBIENT_LOW ),
1832 vision::threshold_for_nv_range( nv_range - 1 ) * dimming_from_light,
1833 threshold_cap} );
1834}
@ DEBUG_NIGHTVISION
Definition: character.h:88
float nv_range
Definition: character.h:2106
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
static constexpr float LIGHT_AMBIENT_LOW
Definition: lightmap.h:14
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
float threshold_for_nv_range(float range)
Returns the light level that darkness will have at this range from player.
Definition: character.cpp:1789

References DEBUG_NIGHTVISION, LIGHT_AMBIENT_LIT, LIGHT_AMBIENT_LOW, LIGHT_AMBIENT_MINIMAL, nv_range, vision::threshold_for_nv_range(), and vision_mode_cache.

Referenced by sight_range().

◆ get_weight()

units::mass Character::get_weight ( ) const
overridevirtual

Returns body weight plus weight of inventory and worn/wielded items.

Implements Creature.

Definition at line 3664 of file character.cpp.

3665{
3666 units::mass ret = 0_gram;
3667 units::mass wornWeight = std::accumulate( worn.begin(), worn.end(), 0_gram,
3668 []( units::mass sum, const item & itm ) {
3669 return sum + itm.weight();
3670 } );
3671
3672 ret += bodyweight(); // The base weight of the player's body
3673 ret += inv.weight(); // Weight of the stored inventory
3674 ret += wornWeight; // Weight of worn items
3675 ret += weapon.weight(); // Weight of wielded item
3676 ret += bionics_weight(); // Weight of installed bionics
3677 return ret;
3678}
units::mass bionics_weight() const
Definition: character.cpp:6869
units::mass bodyweight() const
Definition: character.cpp:6864
units::mass weight() const
Definition: inventory.cpp:995

References bionics_weight(), bodyweight(), inv, cata::hash64_detail::ret, weapon, inventory::weight(), item::weight(), and worn.

Referenced by vehicle::calc_mass_center(), can_mount(), npc::move_to(), monexamine::pet_menu(), swim_speed(), weigh_self_actor::use(), and game::walk_move().

◆ get_weight_string()

std::string Character::get_weight_string ( ) const

Definition at line 4536 of file character.cpp.

4537{
4538 double weight = convert_weight( bodyweight() );
4539 int display_weight = static_cast<int>( std::round( weight ) );
4540 return std::to_string( display_weight ) + " " + weight_units();
4541}
const char * weight_units()
Create a units label for a weight value.
double convert_weight(const units::mass &weight)
Convert weight in grams to units defined by user (kg or lbs)

References bodyweight(), convert_weight(), to_string(), and weight_units().

◆ get_working_arm_count()

int Character::get_working_arm_count ( ) const

Returns the number of functioning arms.

Definition at line 1287 of file character.cpp.

1288{
1290 return 0;
1291 }
1292
1293 int limb_count = 0;
1294 if( !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1295 limb_count++;
1296 }
1297 if( !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1298 limb_count++;
1299 }
1300
1301 return limb_count;
1302}

References has_active_mutation(), is_limb_disabled(), and trait_SHELL2.

Referenced by player::can_wield(), has_two_arms(), melee_attack(), avatar_action::plthrow(), and vehicle::start_engine().

◆ get_working_leg_count()

int Character::get_working_leg_count ( ) const

Returns the number of functioning legs.

Definition at line 1305 of file character.cpp.

1306{
1307 int limb_count = 0;
1308 if( !is_limb_broken( bodypart_id( "leg_l" ) ) ) {
1309 limb_count++;
1310 }
1311 if( !is_limb_broken( bodypart_id( "leg_r" ) ) ) {
1312 limb_count++;
1313 }
1314 return limb_count;
1315}

References is_limb_broken().

Referenced by best_shield(), character_martial_arts::can_leg_block(), can_run(), is_on_ground(), and avatar::set_movement_mode().

◆ getID()

character_id Character::getID ( ) const

Definition at line 477 of file character.cpp.

478{
479 return this->id;
480}

References id.

Referenced by add_addiction(), item::already_used_by_player(), talk_effect_t::apply(), apply_damage(), iuse::artifact(), mission::assign(), talk_function::assign_camp(), vehicle::assign_seat(), best_installer(), bionics_install_failure(), map::board_vehicle(), veh_interact::calc_overview(), debug_menu::character_edit_menu(), check_needs_extremes(), talk_function::clear_mission(), game::critter_by_id(), iuse::crowbar(), mattack::dermatik(), monster::die(), npc::die(), avatar::do_read(), npc::execute_action(), dig_activity_actor::finish(), hacking_activity_actor::finish(), npc::finish_read(), player::fire_gun(), talk_function::follow(), item::get_remaining_chapters(), player::hardcoded_effects(), heal(), talk_function::hostile(), hurtall(), npc::is_ally(), item_location::impl::item_on_person::item_on_person(), talk_function::leave(), avatar::load(), game::load(), npc::load_npc_template(), item::mark_as_used_by_player(), item::mark_chapter_as_read(), iuse::marloss(), marloss_common(), iuse::marloss_gel(), iuse::marloss_seed(), mend(), iuse::mininuke(), mount_creature(), mutagen_common_checks(), mutate_towards(), npc::mutiny(), iuse::mycus(), iuse::note_bionics(), kill_tracker::notify(), talk_function::npc_die(), mattack::nurse_operate(), mission::on_creature_death(), item::on_pickup(), perform_install(), perform_uninstall(), npc::randomize(), avatar::read(), npc::regen_ai_cache(), rem_addiction(), Creature::remove_effect(), game::reset_npc_dispositions(), map::rotate(), talk_effect_fun_t::set_add_mission(), vehicle_part::set_crew(), npc::set_fac(), npc::set_known_to_u(), npc::setpos(), game::start_game(), npc::start_read(), talk_function::start_training(), talk_function::stop_guard(), player::store(), survive_random_encounter(), npc::talk_to_u(), teleport::teleport(), test_crossing_threshold(), player::throw_item(), activity_handlers::train_finish(), npc::travel_overmap(), game::validate_npc_followers(), vomit(), and wake_up().

◆ gibType()

field_type_id Character::gibType ( ) const
overridevirtual

Implements Creature.

Definition at line 498 of file character.cpp.

499{
500 return fd_gibs_flesh;
501}
field_type_id fd_gibs_flesh
Definition: field_type.cpp:338

References fd_gibs_flesh.

◆ global_omt_location()

tripoint_abs_omt Character::global_omt_location ( ) const

Returns the location of the player in global overmap terrain coordinates.

Definition at line 6336 of file character.cpp.

6337{
6338 // TODO: fix point types
6340}
virtual tripoint global_square_location() const
Global position, expressed in map square coordinate system (the most detailed coordinate system),...
Definition: character.cpp:6326
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493

References global_square_location(), and ms_to_omt_copy().

Referenced by talk_function::abandon_camp(), computer_session::action_map_sewer(), computer_session::action_map_subway(), computer_session::action_maps(), activate_bionic(), activate_mutation(), apply_persistent_morale(), iuse::artifact(), talk_function::assign_camp(), talk_function::basecamp_mission(), burn_fuel(), talk_function::caravan_dist(), ui::omap::choose_point(), talk_function::companion_choose_return(), talk_function::companion_list(), talk_function::companion_mission(), npc::consume_food_from_camp(), mission_start::create_hidden_lab_console(), mission_start::create_ice_lab_console(), mission_start::create_lab_console(), game::disp_NPCs(), item::display_name(), ui::omap::display_visible_weather(), ui::omap::display_weather(), game::do_turn(), overmap_ui::draw_ascii(), draw_env_compact(), draw_loc_labels(), draw_location_classic(), game::draw_minimap(), draw_minimap(), basecamp::faction_display(), npc::faction_display(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_harvest(), mission_start::find_safety(), overmapbuffer::fix_npcs(), get_basecamp(), get_mission_om_origin(), overmapbuffer::get_npcs_near_omt(), overmapbuffer::get_npcs_near_player(), overmap_ui::get_overmap_path_to(), npc::go_to_omt_destination(), talk_function::goto_location(), npc::guard_current_pos(), talk_function::individual_mission(), mission_start::kill_horde_master(), game::list_missions(), spell_effect::map_area(), trapfunc::map_regen(), npc::move(), overmap_los(), passive_power_gen(), game::perhaps_add_random_npc(), mission_start::place_deposit_box(), mission_start::place_npc_software(), player::process_turn(), npc::reach_omt_destination(), talk_function::recover_camp(), teleporter_callback::refresh(), npc::regen_ai_cache(), render_wind(), game::reset_npc_dispositions(), reveal_destination(), mission_start::reveal_lab_train_depot(), mission_util::reveal_om_ter(), conditional_t< T >::set_at_om_location(), npc::set_companion_mission(), npc::set_omt_destination(), talk_function::start_camp(), game::start_game(), activity_handlers::travel_do_turn(), npc::travel_overmap(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), game::update_overmap_seen(), reveal_map_actor::use(), game::vertical_notes(), iuse::weather_tool(), npc::within_boundaries_of_camp(), and game::zones_manager().

◆ global_sm_location()

tripoint Character::global_sm_location ( ) const

◆ global_square_location()

tripoint Character::global_square_location ( ) const
virtual

Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map.

Reimplemented in npc.

Definition at line 6326 of file character.cpp.

6327{
6328 return get_map().getabs( position );
6329}
tripoint position
Definition: character.h:2049

References get_map(), map::getabs(), and position.

Referenced by global_omt_location(), and global_sm_location().

◆ handle_melee_wear()

bool Character::handle_melee_wear ( item shield,
float  wear_multiplier = 1.0f 
)

Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.

Dexterity reduces chance of damaging your melee weapon Strength increases chance of damaging your melee weapon (NEGATIVE) Melee reduces chance of damaging your melee weapon

Definition at line 156 of file melee.cpp.

157{
158 if( wear_multiplier <= 0.0f ) {
159 return false;
160 }
161 // Here is where we handle wear and tear on things we use as melee weapons or shields.
162 if( shield.is_null() ) {
163 return false;
164 }
165
166 // UNBREAKABLE_MELEE items can't be damaged through melee combat usage.
167 if( shield.has_flag( "UNBREAKABLE_MELEE" ) ) {
168 return false;
169 }
170
171 /** @EFFECT_DEX reduces chance of damaging your melee weapon */
172
173 /** @EFFECT_STR increases chance of damaging your melee weapon (NEGATIVE) */
174
175 /** @EFFECT_MELEE reduces chance of damaging your melee weapon */
176 const float stat_factor = dex_cur / 2.0f
178 + ( 64.0f / std::max( str_cur, 4 ) );
179
180 float material_factor;
181
182 itype_id weak_comp;
183 itype_id big_comp = itype_id::NULL_ID();
184 // Fragile items that fall apart easily when used as a weapon due to poor construction quality
185 if( shield.has_flag( "FRAGILE_MELEE" ) ) {
186 const float fragile_factor = 6;
187 int weak_chip = INT_MAX;
188 units::volume big_vol = 0_ml;
189
190 // Items that should have no bearing on durability
191 const std::set<itype_id> blacklist = { itype_rag, itype_leather, itype_fur };
192
193 for( auto &comp : shield.components ) {
194 if( blacklist.count( comp.typeId() ) <= 0 ) {
195 if( weak_chip > comp.chip_resistance() ) {
196 weak_chip = comp.chip_resistance();
197 weak_comp = comp.typeId();
198 }
199 }
200 if( comp.volume() > big_vol ) {
201 big_vol = comp.volume();
202 big_comp = comp.typeId();
203 }
204 }
205 material_factor = ( weak_chip < INT_MAX ? weak_chip : shield.chip_resistance() ) / fragile_factor;
206 } else {
207 material_factor = shield.chip_resistance();
208 }
209 int damage_chance = static_cast<int>( stat_factor * material_factor / wear_multiplier );
210 // DURABLE_MELEE items are made to hit stuff and they do it well, so they're considered to be a lot tougher
211 // than other weapons made of the same materials.
212 if( shield.has_flag( "DURABLE_MELEE" ) ) {
213 damage_chance *= 4;
214 }
215
216 if( damage_chance > 0 && !one_in( damage_chance ) ) {
217 return false;
218 }
219
220 auto str = shield.tname(); // save name before we apply damage
221
222 if( !shield.inc_damage() ) {
223 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the force of the blow!" ),
224 _( "<npcname>'s %s is damaged by the force of the blow!" ),
225 str );
226 return false;
227 }
228
229 // Dump its contents on the ground
230 // Destroy irremovable mods, if any
231
232 for( auto mod : shield.gunmods() ) {
233 if( mod->is_irremovable() ) {
234 remove_item( *mod );
235 }
236 }
237
238 // Preserve item temporarily for component breakdown
239 item temp = shield;
240
241 shield.contents.spill_contents( pos() );
242
243 remove_item( shield );
244
245 // Breakdown fragile weapons into components
246 if( temp.has_flag( "FRAGILE_MELEE" ) && !temp.components.empty() ) {
247 add_msg_player_or_npc( m_bad, _( "Your %s breaks apart!" ),
248 _( "<npcname>'s %s breaks apart!" ),
249 str );
250
251 for( auto &comp : temp.components ) {
252 int break_chance = comp.typeId() == weak_comp ? 2 : 8;
253
254 if( one_in( break_chance ) ) {
255 add_msg_if_player( m_bad, _( "The %s is destroyed!" ), comp.tname() );
256 continue;
257 }
258
259 if( comp.typeId() == big_comp && !is_armed() ) {
260 wield( comp );
261 } else {
262 g->m.add_item_or_charges( pos(), comp );
263 }
264 }
265 } else {
266 add_msg_player_or_npc( m_bad, _( "Your %s is destroyed by the blow!" ),
267 _( "<npcname>'s %s is destroyed by the blow!" ),
268 str );
269 }
270
271 return true;
272}
virtual bool wield(item &target)=0
Removes currently wielded item (if any) and replaces it with the target item.
bool spill_contents(const tripoint &pos)
int chip_resistance(bool worst=false) const
Returns resistance to being damaged by attack against the item itself.
Definition: item.cpp:6072
bool inc_damage(damage_type dt)
Increment item damage by itype::damage_scale constrained by max_damage.
Definition: item.cpp:6133
static const itype_id itype_rag("rag")
static const itype_id itype_fur("fur")
static const itype_id itype_leather("leather")

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::chip_resistance(), item::components, item::contents, dex_cur, g, get_skill_level(), item::gunmods(), item::has_flag(), item::inc_damage(), is_armed(), item::is_null(), itype_fur, itype_leather, itype_rag, m_bad, string_id< itype >::NULL_ID(), one_in(), pos(), visitable< Character >::remove_item(), skill_melee, item_contents::spill_contents(), str_cur, item::tname(), and wield().

Referenced by block_hit(), melee_special_effects(), player::reach_attack(), and smash().

◆ has_active_bionic()

bool Character::has_active_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id and it is powered on.

Definition at line 1887 of file character.cpp.

1888{
1889 for( const bionic &i : *my_bionics ) {
1890 if( i.id == b ) {
1891 return ( i.powered && i.incapacitated_time == 0_turns );
1892 }
1893 }
1894 return false;
1895}

References b, and my_bionics.

Referenced by absorb_hit(), activate_bionic(), active_light(), adjust_for_focus(), attack_cost(), player::basic_symbol_color(), burn_move_stamina(), character_martial_arts::can_arm_block(), can_feed_furnace_with(), can_feed_reactor_with(), character_martial_arts::can_leg_block(), player::can_sleep(), comestible_inventory_preset::comestible_inventory_preset(), crit_chance(), avatar::do_read(), do_skill_rust(), game::do_turn(), draw_bionics_titlebar(), draw_skills_tab(), iuse::ehandcuffs(), npc::finish_read(), get_env_resist(), get_hit_weapon(), ranged::gunmode_checks_weapon(), game::handle_action(), has_fire(), has_nv(), hearing_ability(), player::impact(), in_climate_control(), is_blind(), is_deaf(), is_immune_damage(), is_immune_field(), ma_requirements::is_valid_character(), game::item_action_menu(), trapfunc::ledge(), melee_attack(), melee_special_effects(), modify_morale(), game::monmove(), mut_cbm_encumb(), player::on_hit(), game::on_move_effects(), perform_technique(), character_martial_arts::pick_style(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), map::player_in_field(), player::process_items(), recalc_sight_limits(), npc::recharge_cbm(), game::remoteveh(), reset_stats(), mattack::riotbot(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), run_cost(), player::search_surroundings(), sees_with_specials(), game::setremoteveh(), player::sleep_spot(), iuse::solarpack(), suffer_from_radiation(), player::throw_item(), throw_range(), player::try_to_sleep(), player::uncanny_dodge(), update_health(), update_needs(), update_stamina(), use_charges(), use_fire(), and npc::wants_to_recharge_cbm().

◆ has_active_item()

bool Character::has_active_item ( const itype_id id) const

Whether the player carries an active item of the given item type.

Definition at line 2561 of file character.cpp.

2562{
2563 return has_item_with( [id]( const item & it ) {
2564 return it.active && it.typeId() == id;
2565 } );
2566}

References item::active, visitable< Character >::has_item_with(), and item::typeId().

Referenced by deactivate_bionic(), game::handle_action(), iuse::mp3(), game::remoteveh(), and game::setremoteveh().

◆ has_active_mutation()

◆ has_activity() [1/2]

bool Character::has_activity ( const activity_id type) const

◆ has_activity() [2/2]

bool Character::has_activity ( const std::vector< activity_id > &  types) const

Check if player currently has any of the given activities.

Definition at line 9232 of file character.cpp.

9233{
9234 return std::find( types.begin(), types.end(), activity.id() ) != types.end();
9235}
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)

References activity, detail::find(), and player_activity::id().

◆ has_addiction()

bool Character::has_addiction ( add_type  type) const

Returns true if the player has an addiction of the specified type.

Definition at line 1940 of file suffer.cpp.

1941{
1942 return std::any_of( addictions.begin(), addictions.end(),
1943 [type]( const addiction & ad ) {
1944 return ad.type == type && ad.intensity >= MIN_ADDICTION_LEVEL;
1945 } );
1946}

References addictions, and type.

Referenced by player::sleep_spot().

◆ has_alarm_clock()

bool Character::has_alarm_clock ( ) const

Returns true if the player or their vehicle has an alarm clock.

Definition at line 835 of file character.cpp.

836{
837 map &here = get_map();
838 return ( has_item_with_flag( "ALARMCLOCK", true ) ||
839 ( here.veh_at( pos() ) &&
840 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "ALARMCLOCK" ) ) ) ||
842}
static const bionic_id bio_watch("bio_watch")
bool has_item_with_flag(const std::string &flag, bool need_charges=false) const
Definition: character.cpp:9586

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by player::hardcoded_effects(), sleep(), and wait().

◆ has_any_bionic()

bool Character::has_any_bionic ( ) const

Returns true if the player has any bionic.

Definition at line 1897 of file character.cpp.

1898{
1899 return !get_bionics().empty();
1900}

References get_bionics().

Referenced by mattack::nurse_operate().

◆ has_artifact_with()

bool Character::has_artifact_with ( art_effect_passive  effect) const
virtual

Reimplemented in npc.

Definition at line 3220 of file character.cpp.

3221{
3223 return true;
3224 }
3225 for( auto &i : worn ) {
3226 if( i.has_effect_when_worn( effect ) ) {
3227 return true;
3228 }
3229 }
3230 return has_item_with( [effect]( const item & it ) {
3231 return it.has_effect_when_carried( effect );
3232 } );
3233}
bool has_effect_when_carried(art_effect_passive effect) const
Does the item provide the artifact effect when it is carried?
Definition: item.cpp:9624
bool has_effect_when_wielded(art_effect_passive effect) const
Does the item provide the artifact effect when it is wielded?
Definition: item.cpp:9606

References item::has_effect_when_carried(), item::has_effect_when_wielded(), visitable< Character >::has_item_with(), weapon, and worn.

Referenced by active_light(), player::basic_symbol_color(), deal_damage(), item::food_info(), player::hardcoded_effects(), is_immune_damage(), is_invisible(), melee_attack(), recalc_sight_limits(), player::recalc_speed_bonus(), suffer_from_artifacts(), suffer_while_awake(), update_health(), game::walk_move(), and weight_capacity().

◆ has_base_trait()

bool Character::has_base_trait ( const trait_id b) const

Returns true if the player has the entered starting trait.

Definition at line 121 of file mutation.cpp.

122{
123 // Look only at base traits
124 return my_traits.find( b ) != my_traits.end();
125}

References b, and my_traits.

Referenced by build_mut_dependency_map(), do_purify(), wish_mutate_callback::key(), mutate_towards(), old_mutate(), player::power_mutations_ui(), iuse::purify_iv(), iuse::purify_smart(), remove_mutation(), and debug_menu::wishmutate().

◆ has_bionic()

bool Character::has_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id.

Definition at line 1877 of file character.cpp.

1878{
1879 for( const bionic_id &bid : get_bionics() ) {
1880 if( bid == b ) {
1881 return true;
1882 }
1883 }
1884 return false;
1885}

References b, and get_bionics().

Referenced by add_bionic(), iexamine::autodoc(), autodoc_internal(), bionics_install_failure(), talk_trial::calc_chance(), calc_needs_rates(), character_martial_arts::can_arm_block(), character_martial_arts::can_leg_block(), npc::can_read(), can_uninstall_bionic(), install_bionic_actor::can_use(), item::color_in_inventory(), consume_effects(), player::consume_med(), activity_handlers::cracking_do_turn(), deactivate_bionic(), draw_env_compact(), draw_speed_tab(), draw_time_classic(), player::eat(), iuse::einktabletpc(), iexamine::fireplace(), item::food_info(), avatar::get_book_reader(), bionic_install_preset::get_denial(), bionic_install_surgeon_preset::get_denial(), get_temp(), player::get_weapon_dispersion(), player::hardcoded_effects(), has_alarm_clock(), has_enough_anesth(), has_fire(), has_watch(), is_immune_effect(), player::load(), game::on_move_effects(), activity_handlers::operation_do_turn(), overmap_sight_range(), iexamine::pay_gas(), sounds::process_sound_markers(), read_speed(), recalc_sight_limits(), player::recalc_speed_bonus(), iuse::robotcontrol(), roll_cut_damage(), roll_stab_damage(), run_cost(), iexamine::safe(), conditional_t< T >::set_has_bionics(), sight_impaired(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_from_sunburn(), suffer_while_underwater(), try_start_hacking(), update_bodytemp(), consume_drug_iuse::use(), game::use_computer(), use_fire(), volume_capacity_reduced_by(), avatar::wake_up(), game::walk_move(), and will_eat().

◆ has_charges()

bool Character::has_charges ( const itype_id it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
) const

Definition at line 9603 of file character.cpp.

9605{
9606 if( it == itype_fire || it == itype_apparatus ) {
9607 return has_fire( quantity );
9608 }
9609 if( it == itype_UPS && is_mounted() &&
9610 mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) ) {
9611 auto mons = mounted_creature.get();
9612 return quantity <= mons->battery_item->ammo_remaining();
9613 }
9614 if( it == itype_bio_armor ) {
9615 int mod_qty = 0;
9616 float efficiency = 1;
9617 for( const bionic &bio : *my_bionics ) {
9618 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9619 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9620 }
9621 }
9622 if( efficiency == 1 ) {
9623 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9624 }
9625 mod_qty = quantity / efficiency;
9626 return ( has_power() && get_power_level() >= units::from_kilojoule( mod_qty ) );
9627 }
9628 return charges_of( it, quantity, filter ) == quantity;
9629}
static const itype_id itype_fire("fire")
static const flag_str_id flag_BIONIC_ARMOR_INTERFACE("BIONIC_ARMOR_INTERFACE")
static const itype_id itype_apparatus("apparatus")
bool has_power() const
Definition: character.cpp:2009
bool has_fire(int quantity) const
Definition: character.cpp:9750

References visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, units::from_kilojoule(), get_power_level(), has_fire(), has_power(), is_mounted(), itype_apparatus, itype_bio_armor, itype_fire, itype_UPS, MF_RIDEABLE_MECH, mounted_creature, and my_bionics.

Referenced by iexamine::arcfurnace_empty(), iuse::cable_attach(), can_eat(), iexamine::can_fertilize(), player::can_reload(), cauterize_actor::can_use(), craft_command::check_item_components_missing(), craft_command::check_tool_components_missing(), consume_charges(), player::consume_med(), consume_remote_fuel(), player::craft_consume_tools(), iuse::ecig(), activity_handlers::fertilize_plot_do_turn(), find_remote_fuel(), crafting::find_tool_component(), iuse::firecracker_pack(), player::gunmod_add(), ranged::gunmode_checks_weapon(), has_enough_charges(), has_fire(), npc::heal_self(), iexamine::kiln_empty(), npc::move(), iexamine::pay_gas(), avatar_action::reload(), talk_effect_fun_t::set_consume_item(), conditional_t< T >::set_has_items(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), iuse::smoking(), suffer_from_asthma(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), use_charges_if_avail(), and use_fire().

◆ has_child_flag()

bool Character::has_child_flag ( const trait_id flag) const

Returns true if the player has the entered mutation child flag.

Definition at line 1485 of file mutation.cpp.

1486{
1487 for( const trait_id &elem : flag->replacements ) {
1488 const trait_id &tmp = elem;
1489 if( has_trait( tmp ) || has_child_flag( tmp ) ) {
1490 return true;
1491 }
1492 }
1493 return false;
1494}
bool has_child_flag(const trait_id &flag) const
Returns true if the player has the entered mutation child flag.
Definition: mutation.cpp:1485

References has_child_flag(), has_trait(), and mutation_branch::replacements.

Referenced by has_child_flag(), mutate_towards(), mutation_ok(), and remove_child_flag().

◆ has_destination()

◆ has_destination_activity()

bool Character::has_destination_activity ( ) const

◆ has_distant_destination()

bool Character::has_distant_destination ( ) const

Definition at line 10483 of file character.cpp.

10484{
10487}
static const activity_id ACT_TRAVELLING("ACT_TRAVELLING")
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:970

References ACT_TRAVELLING, get_destination_activity(), has_destination(), player_activity::id(), player_activity::is_null(), and omt_path.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), and game::do_turn().

◆ has_enough_anesth()

bool Character::has_enough_anesth ( const itype cbm,
player patient 
)

Has enough anesthetic for surgery.

Definition at line 1823 of file bionics.cpp.

1824{
1825 if( !cbm->bionic ) {
1826 debugmsg( "has_enough_anesth( const itype *cbm ): %s is not a bionic", cbm->get_id() );
1827 return false;
1828 }
1829
1832 return true;
1833 }
1834
1835 const int weight = 7;
1836 const requirement_data req_anesth = *requirement_id( "anesthetic" ) *
1837 cbm->bionic->difficulty * 2 * weight;
1838
1840}
static const bionic_id bio_painkiller("bio_painkiller")
static const trait_id trait_DEBUG_BIONICS("DEBUG_BIONICS")
static const trait_id trait_NOPAIN("NOPAIN")
bool is_crafting_component(const item &component)
Default filter for crafting component searches.
Definition: item.h:2262
cata::value_ptr< islot_bionic > bionic
Definition: itype.h:863
bool can_make_with_inventory(const inventory &crafting_inv, const std::function< bool(const item &)> &filter, int batch=1, cost_adjustment=cost_adjustment::none) const
Returns true if the requirements are fufilled by the filtered inventory.
string_id< requirement_data > requirement_id
Definition: type_id.h:143

References bio_painkiller, itype::bionic, requirement_data::can_make_with_inventory(), crafting_inventory(), debugmsg, itype::get_id(), has_bionic(), has_trait(), is_crafting_component(), trait_DEBUG_BIONICS, and trait_NOPAIN.

Referenced by bionic_install_preset::get_denial(), and bionic_uninstall_preset::get_denial().

◆ has_enough_charges()

bool Character::has_enough_charges ( const item it,
bool  show_msg 
) const

Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges.

Definition at line 7461 of file character.cpp.

7462{
7463 if( !it.is_tool() || !it.ammo_required() ) {
7464 return true;
7465 }
7466 if( it.is_power_armor() ) {
7467 if( ( as_player()->can_interface_armor() && has_charges( itype_bio_armor, it.ammo_required() ) ) ||
7469 it.ammo_sufficient() ) {
7470 return true;
7471 }
7472
7473 if( show_msg ) {
7474 if( it.has_flag( flag_USE_UPS ) ) {
7476 vgettext( "Your %s needs %d charge, from some UPS or a Bionic Power Interface.",
7477 "Your %s needs %d charges, from some UPS or a Bionic Power Interface.",
7478 it.ammo_required() ),
7479 it.tname(), it.ammo_required() );
7480 } else {
7482 vgettext( "Your %s needs %d charge, from a Bionic Power Interface.",
7483 "Your %s needs %d charges, from a Bionic Power Interface.",
7484 it.ammo_required() ),
7485 it.tname(), it.ammo_required() );
7486 }
7487 }
7488 return false;
7489 }
7490 if( it.has_flag( flag_USE_UPS ) ) {
7491 if( has_charges( itype_UPS, it.ammo_required() ) || it.ammo_sufficient() ) {
7492 return true;
7493 }
7494 if( show_msg ) {
7496 vgettext( "Your %s needs %d charge from some UPS.",
7497 "Your %s needs %d charges from some UPS.",
7498 it.ammo_required() ),
7499 it.tname(), it.ammo_required() );
7500 }
7501 return false;
7502 } else if( !it.ammo_sufficient() ) {
7503 if( show_msg ) {
7505 vgettext( "Your %s has %d charge but needs %d.",
7506 "Your %s has %d charges but needs %d.",
7507 it.ammo_remaining() ),
7508 it.tname(), it.ammo_remaining(), it.ammo_required() );
7509 }
7510 return false;
7511 }
7512 return true;
7513}
bool ammo_sufficient(int qty=1) const
Check if sufficient ammo is loaded for given number of uses.
Definition: item.cpp:7349

References Creature::add_msg_if_player(), item::ammo_remaining(), item::ammo_required(), item::ammo_sufficient(), Creature::as_player(), flag_USE_UPS(), has_charges(), item::has_flag(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, m_info, item::tname(), and vgettext().

Referenced by activatable_inventory_preset::get_denial(), invoke_item(), iuse::jackhammer(), and iuse::note_bionics().

◆ has_fire()

bool Character::has_fire ( int  quantity) const

Definition at line 9750 of file character.cpp.

9751{
9752 // TODO: Replace this with a "tool produces fire" flag.
9753
9754 if( get_map().has_nearby_fire( pos() ) ) {
9755 return true;
9756 } else if( has_item_with_flag( "FIRE" ) ) {
9757 return true;
9758 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9759 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9760 for( auto &i : firestarters ) {
9761 if( !i->type->can_have_charges() ) {
9762 const use_function *usef = i->type->get_use( "firestarter" );
9763 if( !usef ) {
9764 debugmsg( "failed to get use func 'firestarter' for item '%s'", i->typeId().c_str() );
9765 continue;
9766 }
9767 const firestarter_actor *actor = dynamic_cast<const firestarter_actor *>( usef->get_actor_ptr() );
9768 if( actor->can_use( *this->as_character(), *i, false, tripoint_zero ).success() ) {
9769 return true;
9770 }
9771 } else if( has_charges( i->typeId(), quantity ) ) {
9772 return true;
9773 }
9774 }
9775 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9776 return true;
9777 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9778 return true;
9779 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9780 return true;
9781 } else if( is_npc() ) {
9782 // HACK: A hack to make NPCs use their Molotovs
9783 return true;
9784 }
9785 return false;
9786}
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_laser("bio_laser")
static const bionic_id bio_tools("bio_tools")
std::vector< const item * > all_items_with_flag(const std::string &flag) const
All items that have the given flag (item::has_flag).
Definition: character.cpp:9596
Starts a fire instantly.
Definition: iuse_actor.h:529
ret_val< bool > can_use(const Character &, const item &, bool, const tripoint &) const override
iuse_actor * get_actor_ptr()
Definition: iuse.h:314

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, firestarter_actor::can_use(), debugmsg, use_function::get_actor_ptr(), get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), Creature::is_npc(), pos(), and tripoint_zero.

Referenced by has_charges(), and symbol_color().

◆ has_grab_break_tec()

bool Character::has_grab_break_tec ( ) const
overridevirtual

Returns true if the player has a grab breaking technique available.

Implements Creature.

Definition at line 1209 of file martialarts.cpp.

1210{
1211 return martial_arts_data->has_grab_break_tec();
1212}

References martial_arts_data.

Referenced by player::can_grab_break(), deal_damage(), and mattack::grab().

◆ has_item_with_flag()

bool Character::has_item_with_flag ( const std::string &  flag,
bool  need_charges = false 
) const

Definition at line 9586 of file character.cpp.

9587{
9588 return has_item_with( [&flag, &need_charges]( const item & it ) {
9589 if( it.is_tool() && need_charges ) {
9590 return it.has_flag( flag ) && it.type->tool->max_charges ? it.charges > 0 : it.has_flag( flag );
9591 }
9592 return it.has_flag( flag );
9593 } );
9594}

References item::has_flag(), visitable< Character >::has_item_with(), and item::is_tool().

Referenced by draw_env_compact(), draw_time_classic(), npc::faction_display(), get_temp(), has_alarm_clock(), has_fire(), has_watch(), loot(), overmap_sight_range(), monexamine::pet_menu(), npc::reach_omt_destination(), and use_fire().

◆ has_mabuff()

bool Character::has_mabuff ( const mabuff_id buff_id) const

Returns true if the player has any martial arts buffs attached.

Definition at line 1202 of file martialarts.cpp.

1203{
1204 return search_ma_buff_effect( *effects, [&id]( const ma_buff & b, const effect & ) {
1205 return b.id == id;
1206 } );
1207}
static bool search_ma_buff_effect(const C &container, F f)

References b, Creature::effects, id, and search_ma_buff_effect().

Referenced by ma_requirements::is_valid_character().

◆ has_max_power()

bool Character::has_max_power ( ) const

Definition at line 2014 of file character.cpp.

2015{
2016 return max_power_level > 0_kJ;
2017}

References max_power_level.

Referenced by bionics_install_failure(), power_stat(), conditional_t< T >::set_has_bionics(), and suffer_from_bad_bionics().

◆ has_morale()

bool Character::has_morale ( const morale_type type) const

Definition at line 9107 of file character.cpp.

9108{
9109 return morale->has( type );
9110}

References morale, and type.

Referenced by player::fire_gun(), suffer_from_other_mutations(), and iuse::towel_common().

◆ has_morale_to_craft()

bool Character::has_morale_to_craft ( ) const

Definition at line 335 of file crafting.cpp.

336{
337 return get_morale_level() >= -50;
338}
int get_morale_level() const
Definition: character.cpp:9091

References get_morale_level().

Referenced by game::butcher(), veh_interact::cant_do(), and iuse::multicooker().

◆ has_morale_to_read()

bool Character::has_morale_to_read ( ) const

Definition at line 9127 of file character.cpp.

9128{
9129 return get_morale_level() >= -40;
9130}

References get_morale_level().

Referenced by avatar::get_book_reader().

◆ has_nv()

bool Character::has_nv ( )

Returns true if the player has some form of night vision.

Definition at line 3629 of file character.cpp.

3630{
3631 static bool nv = false;
3632
3633 if( !nv_cached ) {
3634 nv_cached = true;
3635 nv = ( worn_with_flag( flag_GNV_EFFECT ) ||
3638 }
3639
3640 return nv;
3641}
static const std::string flag_GNV_EFFECT("GNV_EFFECT")
static const std::string flag_EFFECT_NIGHT_VISION("EFFECT_NIGHT_VISION")
static const bionic_id bio_night_vision("bio_night_vision")
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1201

References bio_night_vision, flag_EFFECT_NIGHT_VISION(), flag_GNV_EFFECT(), has_active_bionic(), Creature::has_effect_with_flag(), nv_cached, and worn_with_flag().

Referenced by recalc_sight_limits().

◆ has_opposite_trait()

bool Character::has_opposite_trait ( const trait_id flag) const

Returns true if character has a trait which cancels the entered trait.

Definition at line 9916 of file character.cpp.

9917{
9918 for( const trait_id &i : flag->cancels ) {
9919 if( has_trait( i ) ) {
9920 return true;
9921 }
9922 }
9923 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
9924 for( const trait_id &canceled_trait : mut.first->cancels ) {
9925 if( canceled_trait == flag ) {
9926 return true;
9927 }
9928 }
9929 }
9930 return false;
9931}
std::vector< trait_id > cancels
Definition: mutation.h:262

References mutation_branch::cancels, has_trait(), and my_mutations.

Referenced by known_magic::can_learn_spell(), and newcharacter::has_conflicting_trait().

◆ has_power()

bool Character::has_power ( ) const

Definition at line 2009 of file character.cpp.

2010{
2011 return power_level > 0_kJ;
2012}

References power_level.

Referenced by player::can_sleep(), has_charges(), player::try_to_sleep(), iuse_transform::use(), set_transform_iuse::use(), and use_charges().

◆ has_stashed_activity()

bool Character::has_stashed_activity ( ) const

Definition at line 984 of file character.cpp.

985{
986 return static_cast<bool>( stashed_outbounds_activity );
987}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ has_trait()

bool Character::has_trait ( const trait_id b) const
overridevirtual

Returns true if the player has the entered trait.

Reimplemented from Creature.

Definition at line 103 of file mutation.cpp.

104{
105 return my_mutations.count( b ) || enchantment_cache->get_mutations().count( b );
106}

References b, enchantment_cache, and my_mutations.

Referenced by absorb_hit(), activate_mutation(), add_addiction(), add_bionic(), player::add_pain_msg(), newcharacter::add_traits(), addict_effect(), adjust_for_focus(), alcohol(), allergy_type(), iuse::anticonvulsant(), iuse::antiparasitic(), apply_damage(), apply_persistent_morale(), monster::attitude(), iexamine::autodoc(), autodoc_internal(), iexamine::bars(), base_comfort_value(), player::basic_symbol_color(), bionics_pl_skill(), iuse::blech(), iuse::blood_draw(), bloodType(), activity_handlers::build_do_turn(), burn_move_stamina(), calc_all_parts_hp(), talk_trial::calc_chance(), player::calc_focus_equilibrium(), calc_needs_rates(), player::can_continue_craft(), can_eat(), can_install_bionics(), spell::can_learn(), player::can_lift(), can_pick_weight(), npc::can_read(), cauterize_actor::can_use(), install_bionic_actor::can_use(), can_wear(), veh_interact::cant_do(), cauterize_actor::cauterize_effect(), iexamine::chainfence(), game::chat(), check_needs_extremes(), game::check_safe_mode_allowed(), game::cleanup_at_end(), item::color_in_inventory(), talk_function::commune_farmfield(), talk_function::companion_mission(), veh_interact::complete_vehicle(), construction_color(), consume_effects(), player::consume_item(), player::consume_items(), player::consume_tools(), iuse::contacts(), game::control_vehicle(), player::craft_consume_tools(), crafting_inventory(), player::crafting_success_roll(), avatar::create(), craft_command::create_in_progress_craft(), iuse::datura(), deal_damage(), debug_vision(), mattack::dermatik(), trap::detect_trap(), monster::die(), character_display::disp_info(), avatar::disp_morale(), do_purify(), game::do_turn(), construct::done_vehicle(), overmap_ui::draw_ascii(), draw_limb_health(), overmap_ui::draw_om_sidebar(), draw_speed_tab(), drench(), player::eat(), eff_fun_spores(), iuse::einktabletpc(), game::extended_description(), player::fall_damage_mod(), talk_function::field_harvest(), item::final_info(), game::find_or_make_stairs(), character_funcs::fine_detail_vision_mod(), npc::finish_read(), player::fire_gun(), floor_warmth(), iexamine::flower_dahlia(), item::food_info(), talk_function::forage_return(), npc::form_opinion(), fun_for(), fungal_effects::fungalize(), dialogue::gen_responses(), character_funcs::get_book_fun_for(), avatar::get_book_reader(), get_dodge(), get_env_resist(), get_face_type(), get_hunger_description(), get_miss_reason(), npc::get_monster_faction(), overmap_ui::get_overmap_neighbors(), get_pain_description(), character_effects::get_pain_penalty(), get_shout_volume(), give_item_to(), player::gunmod_add(), player::gunmod_installation_odds(), game::handle_action(), player::hardcoded_effects(), hardcoded_mutation_attack(), iexamine::harvest_plant(), has_child_flag(), has_enough_anesth(), newcharacter::has_higher_trait(), newcharacter::has_lower_trait(), has_opposite_trait(), newcharacter::has_same_type_trait(), hearing_ability(), hit_roll(), hurtall(), player::immune_to(), in_climate_control(), install_bionics(), introduce_into_anesthesia(), irradiate(), is_deaf(), item::is_filthy(), character_funcs::is_fun_to_read(), is_immune_damage(), is_immune_effect(), is_immune_field(), is_invisible(), wish_mutate_callback::key(), game::knockback(), talk_function::labor_return(), known_magic::learn_spell(), trapfunc::ledge(), iexamine::ledge(), player::load(), marloss_common(), marloss_prevented(), iuse::meditate(), melee_attack(), mend(), player::mend_item(), iuse::meth(), player::mod_pain(), modify_morale(), modify_stimulation(), game::mon_info_update(), avatar_action::move(), iuse::multicooker(), mutate(), mutate_category(), mutate_towards(), mutation_chances(), mutation_ok(), iuse::mycus(), old_mutate(), player::on_hit(), on_hurt(), npc::on_load(), iexamine::pay_gas(), perform_install(), pick_part_to_heal(), activity_handlers::pickaxe_finish(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), iuse::plantblech(), player_can_build(), player_can_see_to_build(), map::player_in_field(), iuse::poison(), iuse::portable_game(), player::practice(), print_health(), game::print_terrain_info(), player::process_effects_internal(), item::process_litcig(), player::process_one_effect(), sounds::process_sound_markers(), player::process_turn(), iuse::purify_iv(), iuse::purify_smart(), avatar::randomize(), npc::randomize(), react_to_felt_pain(), avatar::read(), recalc_sight_limits(), player::recalc_speed_bonus(), wish_mutate_callback::refresh(), remove_child_flag(), remove_mutation(), player::reset_stats(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), talk_trial::roll(), roll_bash_damage(), rooted(), rooted_message(), iexamine::rubble(), run_cost(), npc::say(), talk_function::scavenging_patrol_return(), sees_with_specials(), player::select_item_component(), conditional_t< T >::set_has_any_trait(), conditional_t< T >::set_has_trait(), set_traits(), shout(), iexamine::shrub_marloss(), sight_impaired(), iexamine::sign(), trapfunc::sinkhole(), player::sleep_spot(), game::slip_down(), avatar::steal(), stumble(), suffer(), suffer_from_addictions(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_sunburn(), suffer_in_sunlight(), suffer_while_awake(), suffer_while_underwater(), swim_speed(), npc::talk_to_u(), test_crossing_threshold(), npc::time_to_read(), avatar::time_to_read(), player::toolmod_add(), iexamine::trap(), activity_handlers::tree_communion_do_turn(), iexamine::tree_marloss(), try_reject_mutagen(), try_start_hacking(), player::try_to_sleep(), uninstall_bionic(), update_body(), player::update_body_wetness(), update_bodytemp(), update_needs(), game::update_stair_monsters(), update_stomach(), consume_drug_iuse::use(), cauterize_actor::use(), enzlave_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), game::use_computer(), game::vertical_move(), iuse::vibe(), volume_capacity_reduced_by(), player::vomit_mod(), game::walk_move(), iuse::weed_cake(), weed_msg(), weight_capacity(), weather_effect::wet_player(), will_eat(), and debug_menu::wishmutate().

◆ has_trait_flag()

bool Character::has_trait_flag ( const std::string &  b) const

Returns true if player has a trait with a flag.

Definition at line 108 of file mutation.cpp.

109{
110 // UGLY, SLOW, should be cached as my_mutation_flags or something
111 for( const trait_id &mut : get_mutations() ) {
112 const mutation_branch &mut_data = mut.obj();
113 if( mut_data.flags.count( b ) > 0 ) {
114 return true;
115 }
116 }
117
118 return false;
119}
std::set< std::string > flags
Definition: mutation.h:266

References b, mutation_branch::flags, and get_mutations().

Referenced by consider_butchery(), do_skill_rust(), item::food_info(), mod_rad(), mod_thirst(), player::practice(), conditional_t< T >::set_has_trait_flag(), spell::spell_fail(), enzlave_actor::use(), and will_eat().

◆ has_two_arms()

bool Character::has_two_arms ( ) const

Returns true if the player has two functioning arms.

Returns true if the character has two functioning arms.

Definition at line 1280 of file character.cpp.

1281{
1282 return get_working_arm_count() >= 2;
1283}
int get_working_arm_count() const
Returns the number of functioning arms.
Definition: character.cpp:1287

References get_working_arm_count().

Referenced by can_wear(), player::can_wield(), ranged::gunmode_checks_common(), hardcoded_mutation_attack(), map::player_in_field(), and mattack::riotbot().

◆ has_watch()

bool Character::has_watch ( ) const

Returns true if the player or their vehicle has a watch.

Definition at line 844 of file character.cpp.

845{
846 map &here = get_map();
847 return ( has_item_with_flag( "WATCH", true ) ||
848 ( here.veh_at( pos() ) &&
849 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "WATCH" ) ) ) ||
851}

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by draw_loc_labels(), draw_time(), draw_time_classic(), game::list_missions(), and wait().

◆ has_weapon()

bool Character::has_weapon ( ) const
overridevirtual

Implements Creature.

Definition at line 10353 of file character.cpp.

10354{
10355 return !unarmed_attack();
10356}
bool unarmed_attack() const
True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.
Definition: melee.cpp:150

References unarmed_attack().

Referenced by perform_technique(), pick_technique(), and npc::talk_to_u().

◆ head_cloth_encumbrance()

int Character::head_cloth_encumbrance ( ) const

Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.

Definition at line 8915 of file character.cpp.

8916{
8917 int ret = 0;
8918 for( auto &i : worn ) {
8919 const item *worn_item = &i;
8920 if( i.covers( bp_head ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8921 ( worn_item->has_flag( flag_HELMET_COMPAT ) || worn_item->has_flag( flag_SKINTIGHT ) ) ) {
8922 ret += worn_item->get_encumber( *this );
8923 }
8924 }
8925 return ret;
8926}

References bp_head, flag_HELMET_COMPAT(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), item::get_encumber(), item::has_flag(), cata::hash64_detail::ret, and worn.

Referenced by can_wear().

◆ heal()

void Character::heal ( const bodypart_id healed,
int  dam 
)

Heals a body_part for dam.

Definition at line 8649 of file character.cpp.

8650{
8651 if( !is_limb_broken( healed ) ) {
8652 int effective_heal = std::min( dam, get_part_hp_max( healed ) - get_part_hp_cur( healed ) );
8653 mod_part_hp_cur( healed, effective_heal );
8654 g->events().send<event_type::character_heals_damage>( getID(), effective_heal );
8655 }
8656}
@ character_heals_damage

References character_heals_damage, g, Creature::get_part_hp_cur(), Creature::get_part_hp_max(), getID(), is_limb_broken(), and Creature::mod_part_hp_cur().

Referenced by enforce_minimum_healing(), heal_actor::finish_using(), give_aid_to(), healall(), process_bionic(), regen(), and suffer_water_damage().

◆ healall()

void Character::healall ( int  dam)

Heals all body parts for dam.

Definition at line 8658 of file character.cpp.

8659{
8660 for( const bodypart_id &bp : get_all_body_parts() ) {
8661 heal( bp, dam );
8662 mod_part_healed_total( bp, dam );
8663 }
8664}
void mod_part_healed_total(const bodypart_id &id, int mod)
Definition: creature.cpp:1600

References Creature::get_all_body_parts(), heal(), and Creature::mod_part_healed_total().

Referenced by iuse::artifact(), consume_effects(), player::hardcoded_effects(), spell::heal(), iuse::jet_injector(), melee_attack(), iuse::mycus(), regen(), and suffer_from_radiation().

◆ healed_bp()

void Character::healed_bp ( int  bp,
int  amount 
)

Definition at line 7874 of file character.cpp.

7875{
7876 healed_total[bp] += amount;
7877}

References healed_total.

Referenced by regen().

◆ healing_rate()

float Character::healing_rate ( float  at_rest_quality) const

Average hit points healed per turn.

Definition at line 6764 of file character.cpp.

6765{
6766 // TODO: Cache
6767 float heal_rate;
6768 if( !is_npc() ) {
6769 heal_rate = get_option< float >( "PLAYER_HEALING_RATE" );
6770 } else {
6771 heal_rate = get_option< float >( "NPC_HEALING_RATE" );
6772 }
6773 float awake_rate = heal_rate * mutation_value( "healing_awake" );
6774 float final_rate = 0.0f;
6775 if( awake_rate > 0.0f ) {
6776 final_rate += awake_rate;
6777 } else if( at_rest_quality < 1.0f ) {
6778 // Resting protects from rot
6779 final_rate += ( 1.0f - at_rest_quality ) * awake_rate;
6780 }
6781 float asleep_rate = 0.0f;
6782 if( at_rest_quality > 0.0f ) {
6783 asleep_rate = at_rest_quality * heal_rate * ( 1.0f + mutation_value( "healing_resting" ) );
6784 }
6785 if( asleep_rate > 0.0f ) {
6786 final_rate += asleep_rate * ( 1.0f + get_healthy() / 200.0f );
6787 }
6788
6789 // Most common case: awake player with no regenerative abilities
6790 // ~7e-5 is 1 hp per day, anything less than that is totally negligible
6791 static constexpr float eps = 0.000007f;
6792 add_msg( m_debug, "%s healing: %.6f", name, final_rate );
6793 if( std::abs( final_rate ) < eps ) {
6794 return 0.0f;
6795 }
6796
6797 float primary_hp_mod = mutation_value( "hp_modifier" );
6798 if( primary_hp_mod < 0.0f ) {
6799 // HP mod can't get below -1.0
6800 final_rate *= 1.0f + primary_hp_mod;
6801 }
6802
6803 return final_rate;
6804}

References add_msg(), get_healthy(), Creature::is_npc(), m_debug, mutation_value(), and name.

Referenced by regen().

◆ healing_rate_medicine()

float Character::healing_rate_medicine ( float  at_rest_quality,
const bodypart_id bp 
) const

Average hit points healed per turn from healing effects.

Definition at line 6806 of file character.cpp.

6807{
6808 float rate_medicine = 0.0f;
6809 float bandaged_rate = 0.0f;
6810 float disinfected_rate = 0.0f;
6811
6812 const effect &e_bandaged = get_effect( effect_bandaged, bp->token );
6813 const effect &e_disinfected = get_effect( effect_disinfected, bp->token );
6814
6815 if( !e_bandaged.is_null() ) {
6816 bandaged_rate += static_cast<float>( e_bandaged.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6817 ( 24_hours );
6818 if( bp == bodypart_id( "head" ) ) {
6819 bandaged_rate *= e_bandaged.get_amount( "HEAL_HEAD" ) / 100.0f;
6820 }
6821 if( bp == bodypart_id( "torso" ) ) {
6822 bandaged_rate *= e_bandaged.get_amount( "HEAL_TORSO" ) / 100.0f;
6823 }
6824 }
6825
6826 if( !e_disinfected.is_null() ) {
6827 disinfected_rate += static_cast<float>( e_disinfected.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6828 ( 24_hours );
6829 if( bp == bodypart_id( "head" ) ) {
6830 disinfected_rate *= e_disinfected.get_amount( "HEAL_HEAD" ) / 100.0f;
6831 }
6832 if( bp == bodypart_id( "torso" ) ) {
6833 disinfected_rate *= e_disinfected.get_amount( "HEAL_TORSO" ) / 100.0f;
6834 }
6835 }
6836
6837 rate_medicine += bandaged_rate + disinfected_rate;
6838 rate_medicine *= 1.0f + mutation_value( "healing_resting" );
6839 rate_medicine *= 1.0f + at_rest_quality;
6840
6841 // increase healing if character has both effects
6842 if( !e_bandaged.is_null() && !e_disinfected.is_null() ) {
6843 rate_medicine *= 2;
6844 }
6845
6846 if( get_healthy() > 0.0f ) {
6847 rate_medicine *= 1.0f + get_healthy() / 200.0f;
6848 } else {
6849 rate_medicine *= 1.0f + get_healthy() / 400.0f;
6850 }
6851 float primary_hp_mod = mutation_value( "hp_modifier" );
6852 if( primary_hp_mod < 0.0f ) {
6853 // HP mod can't get below -1.0
6854 rate_medicine *= 1.0f + primary_hp_mod;
6855 }
6856 return rate_medicine;
6857}
int get_amount(std::string arg, bool reduced=false) const
Returns the amount of a modifier type applied when a new effect is first added.
Definition: effect.cpp:974

References effect_bandaged, effect_disinfected, effect::get_amount(), Creature::get_effect(), get_healthy(), effect::is_null(), and mutation_value().

Referenced by regen().

◆ hearing_ability()

float Character::hearing_ability ( ) const

Definition at line 10278 of file character.cpp.

10279{
10280 float volume_multiplier = 1.0;
10281
10282 // Mutation/Bionic volume modifiers
10284 volume_multiplier *= 3.5;
10285 }
10286 if( has_trait( trait_PER_SLIME ) ) {
10287 // Random hearing :-/
10288 // (when it's working at all, see player.cpp)
10289 // changed from 0.5 to fix Mac compiling error
10290 volume_multiplier *= ( rng( 1, 2 ) );
10291 }
10292
10293 volume_multiplier *= Character::mutation_value( "hearing_modifier" );
10294
10295 if( has_effect( effect_deaf ) ) {
10296 // Scale linearly up to 30 minutes
10297 volume_multiplier *= ( 30_minutes - get_effect_dur( effect_deaf ) ) / 30_minutes;
10298 }
10299
10300 if( has_effect( effect_earphones ) ) {
10301 volume_multiplier *= .25;
10302 }
10303
10304 return volume_multiplier;
10305}
static const trait_id trait_PER_SLIME("PER_SLIME")
static const efftype_id effect_deaf("deaf")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_earplugs("bio_earplugs")
static const efftype_id effect_earphones("earphones")

References bio_earplugs, bio_ears, effect_deaf, effect_earphones, Creature::get_effect_dur(), has_active_bionic(), Creature::has_effect(), has_trait(), mutation_value(), rng(), and trait_PER_SLIME.

Referenced by can_hear(), and sounds::process_sound_markers().

◆ heat_emission()

void Character::heat_emission ( int  b,
int  fuel_energy 
)

Handle heat from exothermic power generation.

Definition at line 1453 of file bionics.cpp.

1454{
1455 const bionic &bio = ( *my_bionics )[b];
1456 if( !bio.info().exothermic_power_gen ) {
1457 return;
1458 }
1459 const float efficiency = bio.info().fuel_efficiency;
1460
1461 const int heat_prod = fuel_energy * ( 1.0f - efficiency );
1462 const int heat_level = std::min( heat_prod / 10, 4 );
1463 const emit_id hotness = emit_id( "emit_hot_air" + std::to_string( heat_level ) + "_cbm" );
1464 map &here = get_map();
1465 if( hotness.is_valid() ) {
1466 const int heat_spread = std::max( heat_prod / 10 - heat_level, 1 );
1467 here.emit_field( pos(), hotness, heat_spread );
1468 }
1469 for( const std::pair<const bodypart_str_id, int> &bp : bio.info().occupied_bodyparts ) {
1470 add_effect( effect_heating_bionic, 2_seconds, bp.first->token, heat_prod );
1471 }
1472}
static const efftype_id effect_heating_bionic("heating_bionic")
bool exothermic_power_gen
If true this bionic emits heat when producing power.
Definition: bionics.h:73
string_id< emit > emit_id
Definition: type_id.h:51

References Creature::add_effect(), b, effect_heating_bionic, map::emit_field(), bionic_data::exothermic_power_gen, bionic_data::fuel_efficiency, get_map(), bionic::info(), string_id< T >::is_valid(), bionic_data::occupied_bodyparts, pos(), and to_string().

Referenced by burn_fuel(), and passive_power_gen().

◆ height()

int Character::height ( ) const

Definition at line 6945 of file character.cpp.

6946{
6947 switch( get_size() ) {
6948 case MS_TINY:
6949 return init_height - 100;
6950 case MS_SMALL:
6951 return init_height - 50;
6952 case MS_MEDIUM:
6953 return init_height;
6954 case MS_LARGE:
6955 return init_height + 50;
6956 case MS_HUGE:
6957 return init_height + 100;
6958 default:
6959 break;
6960 }
6961
6962 debugmsg( "Invalid size class" );
6963 abort();
6964}
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ MS_MEDIUM
Definition: creature.h:60

References abort, debugmsg, get_size(), init_height, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, and MS_TINY.

Referenced by bodyweight(), height_string(), and set_base_height().

◆ height_string()

std::string Character::height_string ( ) const

Definition at line 6930 of file character.cpp.

6931{
6932 const bool metric = get_option<std::string>( "DISTANCE_UNITS" ) == "metric";
6933
6934 if( metric ) {
6935 std::string metric_string = _( "%d cm" );
6936 return string_format( metric_string, height() );
6937 }
6938
6939 int total_inches = std::round( height() / 2.54 );
6940 int feet = std::floor( total_inches / 12 );
6941 int remainder_inches = total_inches % 12;
6942 return string_format( "%d\'%d\"", feet, remainder_inches );
6943}

References _, height(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ hit_roll()

float Character::hit_roll ( ) const
overridevirtual

Returns the player's basic hit roll that is compared to the target's dodge roll.

Implements Creature.

Definition at line 297 of file melee.cpp.

298{
299 // Dexterity, skills, weapon and martial arts
300 float hit = get_melee_hit_base();
301
302 // Farsightedness makes us hit worse
303 if( has_trait( trait_HYPEROPIC ) && !worn_with_flag( "FIX_FARSIGHT" ) &&
305 hit -= 2.0f;
306 }
307
308 //Unstable ground chance of failure
310 hit *= 0.75f;
311 }
312
313 hit *= std::max( 0.25f, 1.0f - encumb( bp_torso ) / 100.0f );
314
315 return melee::melee_hit_range( hit );
316}
float get_melee_hit_base() const
Returns weapon skill.
Definition: melee.cpp:291
float melee_hit_range(float accuracy)
Once the accuracy (sum of modifiers) of an attack has been determined, this is used to actually roll ...
Definition: melee.cpp:2438

References bp_torso, effect_bouldering, effect_contacts, encumb(), get_melee_hit_base(), Creature::has_effect(), has_trait(), melee::melee_hit_range(), trait_HYPEROPIC, and worn_with_flag().

Referenced by player::disarm(), melee_attack(), perform_special_attacks(), and scored_crit().

◆ hitall()

int Character::hitall ( int  dam,
int  vary,
Creature source 
)

Harms all body parts for dam, with armor reduction.

If vary > 0 damage to parts are random within vary % (1-100)

Definition at line 8684 of file character.cpp.

8685{
8686 int damage_taken = 0;
8687 for( int i = 0; i < num_hp_parts; i++ ) {
8688 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
8689 int ddam = vary ? dam * rng( 100 - vary, 100 ) / 100 : dam;
8690 int cut = 0;
8691 auto damage = damage_instance::physical( ddam, cut, 0 );
8692 damage_taken += deal_damage( source, bp, damage ).total_damage();
8693 }
8694 return damage_taken;
8695}
static body_part hp_to_bp(hp_part hpart)
Converts an hp_part to a body_part.
Definition: character.cpp:6589
int_id< T > id() const
Translate the string based it to the matching integer based id.
Definition: ammo_effect.cpp:54

References convert_bp(), deal_damage(), hp_to_bp(), string_id< T >::id(), num_hp_parts, damage_instance::physical(), rng(), and dealt_damage_instance::total_damage().

Referenced by game::forced_door_closing(), and vehicle::part_collision().

◆ hp_to_bp()

body_part Character::hp_to_bp ( hp_part  hpart)
static

Converts an hp_part to a body_part.

Definition at line 6589 of file character.cpp.

6590{
6591 switch( hpart ) {
6592 case hp_head:
6593 return bp_head;
6594 case hp_torso:
6595 return bp_torso;
6596 case hp_arm_l:
6597 return bp_arm_l;
6598 case hp_arm_r:
6599 return bp_arm_r;
6600 case hp_leg_l:
6601 return bp_leg_l;
6602 case hp_leg_r:
6603 return bp_leg_r;
6604 default:
6605 return num_bp;
6606 }
6607}

References bp_arm_l, bp_arm_r, bp_head, bp_leg_l, bp_leg_r, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_bp.

Referenced by iexamine::autodoc(), cauterize_actor::cauterize_effect(), draw_limb_health(), heal_actor::finish_using(), hitall(), player::impact(), pick_part_to_heal(), map::player_in_field(), regen(), heal_actor::use_healing_item(), and npc::wear_if_wanted().

◆ hurtall()

void Character::hurtall ( int  dam,
Creature source,
bool  disturb = true 
)

Hurts all body parts for dam, no armor reduction.

Definition at line 8666 of file character.cpp.

8667{
8668 if( is_dead_state() || has_trait( trait_DEBUG_NODMG ) || dam <= 0 ) {
8669 return;
8670 }
8671
8672 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
8673 // Don't use apply_damage here or it will annoy the player with 6 queries
8674 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( bp ) );
8675 mod_part_hp_cur( bp, - dam_to_bodypart );
8676 g->events().send<event_type::character_takes_damage>( getID(), dam_to_bodypart );
8677 }
8678
8679 // Low pain: damage is spread all over the body, so not as painful as 6 hits in one part
8680 mod_pain( dam );
8681 on_hurt( source, disturb );
8682}

References character_takes_damage, g, Creature::get_all_body_parts(), Creature::get_part_hp_cur(), getID(), has_trait(), Creature::is_dead_state(), Creature::mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), and trait_DEBUG_NODMG.

Referenced by trapfunc::drain(), player::hardcoded_effects(), marloss_common(), trapfunc::pit(), map::player_in_field(), game::process_artifact(), regen(), map::shake_vehicle(), suffer_from_bad_bionics(), suffer_from_radiation(), trapfunc::tripwire(), and try_reject_mutagen().

◆ i_add()

item & Character::i_add ( item  it,
bool  should_stack = true 
)

Definition at line 2321 of file character.cpp.

2322{
2323 itype_id item_type_id = it.typeId();
2324 last_item = item_type_id;
2325
2326 if( it.is_food() || it.is_ammo() || it.is_gun() || it.is_armor() ||
2327 it.is_book() || it.is_tool() || it.is_melee() || it.is_food_container() ) {
2328 inv.unsort();
2329 }
2330
2331 // if there's a desired invlet for this item type, try to use it
2332 bool keep_invlet = false;
2333 const invlets_bitset cur_inv = allocated_invlets();
2334 for( auto iter : inv.assigned_invlet ) {
2335 if( iter.second == item_type_id && !cur_inv[iter.first] ) {
2336 it.invlet = iter.first;
2337 keep_invlet = true;
2338 break;
2339 }
2340 }
2341 auto &item_in_inv = inv.add_item( it, keep_invlet, true, should_stack );
2342 item_in_inv.on_pickup( *this );
2343 cached_info.erase( "reloadables" );
2344 return item_in_inv;
2345}
itype_id last_item
Definition: character.h:1520
std::map< std::string, double > cached_info
Definition: character.h:2070
std::bitset< std::numeric_limits< char >::max()> allocated_invlets() const
Only use for UI things.
Definition: character.cpp:2547
std::map< char, itype_id > assigned_invlet
Definition: inventory.h:99
bool is_food_container() const
Definition: item.cpp:6488
bool is_book() const
Definition: item.cpp:6589
void on_pickup(Character &p)
Callback when a player starts carrying the item.
Definition: item.cpp:4435
bool is_melee(damage_type dt) const
Is this item an effective melee weapon for the given damage type?
Definition: item.cpp:6557

References inventory::add_item(), allocated_invlets(), inventory::assigned_invlet, cached_info, inv, item::invlet, item::is_ammo(), item::is_armor(), item::is_book(), item::is_food(), item::is_food_container(), item::is_gun(), item::is_melee(), item::is_tool(), last_item, item::on_pickup(), item::typeId(), and inventory::unsort().

Referenced by player::add_or_drop_with_msg(), iuse::adrenaline_injector(), iuse::arrow_flammable(), monexamine::attach_or_remove_saddle(), debug_menu::debug(), fetch_activity(), give_item_to(), handle_harvest(), i_add_or_drop(), mount_creature(), npc::mug_player(), iuse::multicooker(), item_location::impl::item_on_map::obtain(), item_location::impl::item_on_person::obtain(), item_location::impl::item_on_vehicle::obtain(), item_location::impl::item_in_container::obtain(), pick_one_up(), npc::pick_up_item(), iuse::purify_smart(), iuse::radiocar(), item::reload(), monexamine::remove_leash(), mattack::riotbot(), talk_effect_fun_t::set_bulk_trade_accept(), set_item_inventory(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_sell_item(), gun_actor::shoot(), spell_effect::spawn_ethereal_item(), avatar::steal(), npc::stow_item(), npc_trading::transfer_items(), ammobelt_actor::use(), iuse::vaccine(), and avatar_action::wield().

◆ i_add_or_drop()

bool Character::i_add_or_drop ( item it,
int  qty = 1 
)

Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.

An optional qty can be provided (and will perform better than separate calls).

Definition at line 2459 of file character.cpp.

2460{
2461 bool retval = true;
2462 bool drop = it.made_of( LIQUID );
2463 bool add = it.is_gun() || !it.is_irremovable();
2464 inv.assign_empty_invlet( it, *this );
2465 map &here = get_map();
2466 for( int i = 0; i < qty; ++i ) {
2467 drop |= !can_pick_weight( it, !get_option<bool>( "DANGEROUS_PICKUPS" ) ) || !can_pick_volume( it );
2468 if( drop ) {
2469 retval &= !here.add_item_or_charges( pos(), it ).is_null();
2470 } else if( add ) {
2471 i_add( it );
2472 }
2473 }
2474
2475 return retval;
2476}
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2321
bool can_pick_volume(const item &it) const
Definition: character.cpp:2887
void assign_empty_invlet(item &it, const Character &p, bool force=false)
Definition: inventory.cpp:1149
bool is_irremovable() const
Definition: item.cpp:6655
type add(type dir1, type dir2)
Returns a sum of two numbers.
Definition: overmap.cpp:4192

References om_direction::add(), map::add_item_or_charges(), inventory::assign_empty_invlet(), can_pick_volume(), can_pick_weight(), drop(), get_map(), i_add(), inv, item::is_gun(), item::is_irremovable(), item::is_null(), LIQUID, item::made_of(), and pos().

Referenced by activate_mutation(), salvage_actor::cut_up(), drop_or_handle(), heal_actor::finish_using(), player::gunmod_remove(), item_contents::handle_liquid_or_spill(), iexamine::pedestal_wyrm(), item::reload(), remove_radio_mod(), player::unload(), consume_drug_iuse::use(), bandolier_actor::use(), iexamine::vending(), and debug_menu::wishitem().

◆ i_add_to_container()

int Character::i_add_to_container ( const item it,
bool  unloading 
)

Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full.

Parameters
unloadingDo not try to add to a container when the item was intentionally unloaded.
Returns
Remaining charges which could not be stored in a container.

Definition at line 2285 of file character.cpp.

2286{
2287 int charges = it.charges;
2288 if( !it.is_ammo() || unloading ) {
2289 return charges;
2290 }
2291
2292 const itype_id item_type = it.typeId();
2293 auto add_to_container = [&it, &charges]( item & container ) {
2294 auto &contained_ammo = container.contents.front();
2295 if( contained_ammo.charges < container.ammo_capacity() ) {
2296 const int diff = container.ammo_capacity() - contained_ammo.charges;
2297 //~ %1$s: item name, %2$s: container name
2298 add_msg( pgettext( "container", "You put the %1$s in your %2$s." ), it.tname(), container.tname() );
2299 if( diff > charges ) {
2300 contained_ammo.charges += charges;
2301 return 0;
2302 } else {
2303 contained_ammo.charges = container.ammo_capacity();
2304 return charges - diff;
2305 }
2306 }
2307 return charges;
2308 };
2309
2310 visit_items( [ & ]( item * item ) {
2311 if( charges > 0 && item->is_ammo_container() && item_type == item->contents.front().typeId() ) {
2312 charges = add_to_container( *item );
2313 item->handle_pickup_ownership( *this );
2314 }
2315 return VisitResponse::NEXT;
2316 } );
2317
2318 return charges;
2319}
bool is_ammo_container() const
Definition: item.cpp:6542

References add_msg(), item::charges, item::contents, item_contents::front(), item::is_ammo(), item::is_ammo_container(), NEXT, pgettext(), item::tname(), item::typeId(), and visitable< Character >::visit_items().

Referenced by player::add_or_drop_with_msg(), and pick_one_up().

◆ i_at() [1/2]

◆ i_at() [2/2]

const item & Character::i_at ( int  position) const

Definition at line 2385 of file character.cpp.

2386{
2387 if( position == -1 ) {
2388 return weapon;
2389 }
2390 if( position < -1 ) {
2391 int worn_index = worn_position_to_index( position );
2392 if( static_cast<size_t>( worn_index ) < worn.size() ) {
2393 auto iter = worn.begin();
2394 std::advance( iter, worn_index );
2395 return *iter;
2396 }
2397 }
2398
2399 return inv.find_item( position );
2400}
const item & find_item(int position) const
Definition: inventory.cpp:798

References inventory::find_item(), inv, position, weapon, worn, and worn_position_to_index().

◆ i_rem() [1/2]

item Character::i_rem ( const item it)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
itA pointer to the item to be removed. The item must exists in the players possession (one can use has_item to check for this).
Returns
A copy of the removed item.

Definition at line 2442 of file character.cpp.

2443{
2444 auto tmp = remove_items_with( [&it]( const item & i ) {
2445 return &i == it;
2446 }, 1 );
2447 if( tmp.empty() ) {
2448 debugmsg( "did not found item %s to remove it!", it->tname() );
2449 return item();
2450 }
2451 return tmp.front();
2452}
std::list< item > remove_items_with(const std::function< bool(const item &)> &filter, int count=INT_MAX)
Removes items contained by this instance which match the filter.

References debugmsg, visitable< Character >::remove_items_with(), and item::tname().

◆ i_rem() [2/2]

item Character::i_rem ( int  pos)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
posThe item position of the item to be removed. The item must exists, use has_item to check this.
Returns
A copy of the removed item.

Definition at line 2424 of file character.cpp.

2425{
2426 item tmp;
2427 if( pos == -1 ) {
2428 tmp = weapon;
2429 weapon = item();
2430 return tmp;
2431 } else if( pos < -1 && pos > worn_position_to_index( worn.size() ) ) {
2432 auto iter = worn.begin();
2433 std::advance( iter, worn_position_to_index( pos ) );
2434 tmp = *iter;
2435 tmp.on_takeoff( *this );
2436 worn.erase( iter );
2437 return tmp;
2438 }
2439 return inv.remove_item( pos );
2440}
item remove_item(const item *it)
Remove a specific item from the inventory.
Definition: inventory.cpp:716

References inv, item::on_takeoff(), pos(), inventory::remove_item(), weapon, worn, and worn_position_to_index().

Referenced by monexamine::add_leash(), apply_damage(), monexamine::attach_bag_to(), mattack::bio_op_disarm(), iuse::blood_draw(), player::consume(), consume_charges(), player::disarm(), drop_invalid_inventory(), npc::drop_items(), iuse::fish_trap(), give_item_to(), activity_handlers::gunmod_add_finish(), ranged::handle_gun_damage(), i_rem_keep_contents(), monexamine::insert_battery(), invoke_item(), activity_handlers::lockpicking_finish(), iuse::lumber(), npc::mug_player(), npc_throw(), pickup::obtain_and_tokenize_items(), iuse::radiocar(), player::reduce_charges(), avatar::steal(), player::store(), tidy_activity(), unpack_actor::use(), and avatar::wield().

◆ i_rem_keep_contents()

void Character::i_rem_keep_contents ( int  idx)

Definition at line 2454 of file character.cpp.

2455{
2456 i_rem( idx ).spill_contents( pos() );
2457}

References i_rem(), pos(), and item::spill_contents().

Referenced by damage_item(), and sew_advanced_actor::use().

◆ in_climate_control()

bool Character::in_climate_control ( )

Returns true if the player is in a climate controlled area or armor.

Definition at line 3828 of file character.cpp.

3829{
3830 bool regulated_area = false;
3831 // Check
3833 return true;
3834 }
3835 map &here = get_map();
3837 in_sleep_state() ) {
3838 return true;
3839 }
3840 for( auto &w : worn ) {
3841 if( w.has_flag( flag_CLIMATE_CONTROL.str() ) ) {
3842 return true;
3843 }
3844 }
3846 // save CPU and simulate acclimation.
3848 if( const optional_vpart_position vp = here.veh_at( pos() ) ) {
3849 // TODO: (?) Force player to scrounge together an AC unit
3850 regulated_area = (
3851 vp->is_inside() && // Already checks for opened doors
3852 vp->vehicle().total_power_w( true ) > 0 // Out of gas? No AC for you!
3853 );
3854 }
3855 // TODO: AC check for when building power is implemented
3856 last_climate_control_ret = regulated_area;
3857 if( !regulated_area ) {
3858 // Takes longer to cool down / warm up with AC, than it does to step outside and feel cruddy.
3859 next_climate_control_check += 40_turns;
3860 }
3861 } else {
3863 }
3864 return regulated_area;
3865}
static const flag_str_id flag_CLIMATE_CONTROL("CLIMATE_CONTROL")
static const bionic_id bio_climate("bio_climate")

References bio_climate, flag_CLIMATE_CONTROL, flag_FUNGUS(), get_map(), has_active_bionic(), map::has_flag_ter_or_furn(), has_trait(), in_sleep_state(), last_climate_control_ret, next_climate_control_check, pos(), string_id< T >::str(), trait_M_SKIN3, calendar::turn, map::veh_at(), and worn.

Referenced by update_bodytemp().

◆ in_sleep_state()

◆ in_species()

bool Character::in_species ( const species_id spec) const
overridevirtual

Reimplemented from Creature.

Definition at line 503 of file character.cpp.

504{
505 return spec == HUMAN;
506}
static const species_id HUMAN("HUMAN")

References HUMAN.

◆ initialize_stomach_contents()

void Character::initialize_stomach_contents ( )

Definition at line 195 of file stomach.cpp.

196{
198}

References stomach.

◆ install_bionics()

bool Character::install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2242 of file bionics.cpp.

2244{
2245 if( !type.bionic ) {
2246 debugmsg( "Tried to install NULL bionic" );
2247 return false;
2248 }
2249
2250 const bionic_id &bioid = type.bionic->id;
2251 const bionic_id &upbioid = bioid->upgraded_bionic;
2252 const int difficulty = type.bionic->difficulty;
2253 float adjusted_skill;
2254 int pl_skill;
2255 if( autodoc ) {
2256 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2259 skill_level );
2260 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2263 skill_level );
2264 } else {
2265 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2268 skill_level );
2269 pl_skill = installer.bionics_pl_skill( skill_electronics,
2272 skill_level );
2273 }
2274 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty );
2275
2276 // Practice skills only if conducting manual installation
2277 if( !autodoc ) {
2278 installer.practice( skill_electronics, static_cast<int>( ( 100 - chance_of_success ) * 1.5 ) );
2279 installer.practice( skill_firstaid, static_cast<int>( ( 100 - chance_of_success ) * 1.0 ) );
2280 installer.practice( skill_mechanics, static_cast<int>( ( 100 - chance_of_success ) * 0.5 ) );
2281 }
2282
2283 int success = chance_of_success - rng( 0, 99 );
2284 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2285 perform_install( bioid, upbioid, difficulty, success, pl_skill, "NOT_MED",
2286 bioid->canceled_mutations );
2287 return true;
2288 }
2289 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2290 activity.values.push_back( difficulty );
2291 activity.values.push_back( success );
2292 activity.values.push_back( units::to_joule( bioid->capacity ) );
2293 activity.values.push_back( pl_skill );
2294 activity.str_values.push_back( "install" );
2295 activity.str_values.push_back( bioid.str() );
2296
2297 if( installer.has_trait( trait_PROF_MED ) || installer.has_trait( trait_PROF_AUTODOC ) ) {
2298 activity.str_values.push_back( installer.disp_name( true ) );
2299 } else {
2300 activity.str_values.push_back( "NOT_MED" );
2301 }
2302 if( autodoc ) {
2303 activity.str_values.push_back( "true" );
2304 } else {
2305 activity.str_values.push_back( "false" );
2306 }
2307 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2308 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2309 }
2310
2311 return true;
2312}
static const activity_id ACT_OPERATION("ACT_OPERATION")
void perform_install(bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
Success or failure of installation happens here.
Definition: bionics.cpp:2314
std::vector< std::string > str_values
void practice(const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
This handles giving xp for a skill.
Definition: player.cpp:3650
constexpr value_type to_joule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:40
bionic_id upgraded_bionic
Id of another bionic which this bionic can upgrade.
Definition: bionics.h:125

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::canceled_mutations, bionic_data::capacity, debugmsg, disp_name(), effect_under_op, has_trait(), bionic_data::occupied_bodyparts, perform_install(), player::practice(), rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_joule(), trait_DEBUG_BIONICS, trait_PROF_AUTODOC, trait_PROF_MED, type, bionic_data::upgraded_bionic, and player_activity::values.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ introduce_into_anesthesia()

void Character::introduce_into_anesthesia ( const time_duration duration,
player installer,
bool  needs_anesthesia 
)

Handles process of introducing patient into anesthesia during Autodoc operations.

Requires anesthesia kits or NOPAIN mutation

Definition at line 2833 of file bionics.cpp.

2835{
2836 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2837 installer.add_msg_if_player( m_info,
2838 _( "You tell the pain to bug off and proceed with the operation." ) );
2839 return;
2840 }
2841 installer.add_msg_player_or_npc( m_info,
2842 _( "You set up the operation step-by-step, configuring the Autodoc to manipulate a CBM." ),
2843 _( "<npcname> sets up the operation, configuring the Autodoc to manipulate a CBM." ) );
2844
2846 _( "You settle into position, sliding your right wrist into the couch's strap." ),
2847 _( "<npcname> settles into position, sliding their wrist into the couch's strap." ) );
2848 if( needs_anesthesia ) {
2849 //post-threshold medical mutants do not fear operations.
2852 _( "You feel excited as the operation starts." ) );
2853 }
2854
2856 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2857
2858 //post-threshold medical mutants with Deadened don't need anesthesia due to their inability to feel pain
2859 } else {
2860 //post-threshold medical mutants do not fear operations.
2863 _( "You feel excited as the Autodoc slices painlessly into you. You enjoy the sight of scalpels slicing you apart." ) );
2864 } else {
2866 _( "You stay very, very still, focusing intently on an interesting stain on the ceiling, as the Autodoc slices painlessly into you." ) );
2867 }
2868 }
2869
2870 //Pain junkies feel sorry about missed pain from operation.
2874 _( "As your consciousness slips away, you feel regret that you won't be able to enjoy the operation." ) );
2875 }
2876
2877 if( has_effect( effect_narcosis ) ) {
2878 const time_duration remaining_time = get_effect_dur( effect_narcosis );
2879 if( remaining_time <= duration ) {
2880 const time_duration top_off_time = duration - remaining_time;
2881 add_effect( effect_narcosis, top_off_time );
2882 fall_asleep( top_off_time );
2883 }
2884 } else {
2885 add_effect( effect_narcosis, duration );
2886 fall_asleep( duration );
2887 }
2888}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_THRESH_MEDICAL("THRESH_MEDICAL")
static const trait_id trait_MASOCHIST_MED("MASOCHIST_MED")
static const trait_id trait_CENOBITE("CENOBITE")
static const trait_id trait_MASOCHIST("MASOCHIST")
void add_msg_player_or_npc(const std::string &player_msg, const std::string &npc_str) const override
Definition: player.cpp:3978
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:3973

References _, Creature::add_effect(), Creature::add_msg_if_player(), player::add_msg_if_player(), Creature::add_msg_player_or_npc(), player::add_msg_player_or_npc(), effect_narcosis, fall_asleep(), Creature::get_effect_dur(), Creature::has_effect(), has_trait(), m_info, m_mixed, trait_CENOBITE, trait_DEBUG_BIONICS, trait_MASOCHIST, trait_MASOCHIST_MED, and trait_THRESH_MEDICAL.

Referenced by iexamine::autodoc().

◆ inv_dump()

std::vector< item * > Character::inv_dump ( )

Definition at line 8964 of file character.cpp.

8965{
8966 std::vector<item *> ret;
8967 if( is_armed() && can_unwield( weapon ).success() ) {
8968 ret.push_back( &weapon );
8969 }
8970 for( auto &i : worn ) {
8971 ret.push_back( &i );
8972 }
8973 inv.dump( ret );
8974 return ret;
8975}
void dump(std::vector< item * > &dest)
Definition: inventory.cpp:789

References can_unwield(), inventory::dump(), inv, is_armed(), cata::hash64_detail::ret, behavior::success, weapon, and worn.

Referenced by npc::apply_ownership_to_inv(), are_requirements_nearby(), npc::die(), generic_multi_activity_locations(), irradiate(), game::load(), item_action_generator::map_actions_to_items(), place_corpse(), conditional_t< T >::set_has_stolen_item(), sleep(), game::start_game(), and tidy_activity().

◆ invalidate_crafting_inventory()

◆ invlet_to_item()

item * Character::invlet_to_item ( int  invlet)

Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet.

Don't use this on npcs. Only use the invlet in the user interface, otherwise always use the item position.

Definition at line 2361 of file character.cpp.

2362{
2363 // Invlets may come from curses, which may also return any kind of key codes, those being
2364 // of type int and they can become valid, but different characters when casted to char.
2365 // Example: KEY_NPAGE (returned when the player presses the page-down key) is 0x152,
2366 // casted to char would yield 0x52, which happens to be 'R', a valid invlet.
2367 if( linvlet > std::numeric_limits<char>::max() || linvlet < std::numeric_limits<char>::min() ) {
2368 return nullptr;
2369 }
2370 const char invlet = static_cast<char>( linvlet );
2371 item *invlet_item = nullptr;
2372 visit_items( [&invlet, &invlet_item]( item * it ) {
2373 if( it->invlet == invlet ) {
2374 invlet_item = it;
2375 return VisitResponse::ABORT;
2376 }
2377 // Visit top-level items only as UIs don't support nested items.
2378 // Also, inventory restack logic depends on this.
2379 return VisitResponse::SKIP;
2380 } );
2381 return invlet_item;
2382}

References item::invlet, SKIP, and visitable< Character >::visit_items().

Referenced by pick_one_up(), player::reassign_item(), inventory::restack(), player::sort_armor(), and game_menus::inv::swap_letters().

◆ invoke_item() [1/4]

bool Character::invoke_item ( item used)
virtual

As above two, but with position equal to current position.

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7322 of file character.cpp.

7323{
7324 return invoke_item( used, pos() );
7325}

References invoke_item(), and pos().

◆ invoke_item() [2/4]

bool Character::invoke_item ( item used,
const std::string &  method 
)
virtual

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7332 of file character.cpp.

7333{
7334 return invoke_item( used, method, pos() );
7335}

References invoke_item(), and pos().

◆ invoke_item() [3/4]

bool Character::invoke_item ( item used,
const std::string &  method,
const tripoint pt 
)
virtual

As above, but with a pre-selected method.

Debugmsg if this item doesn't have this method.

Reimplemented in avatar, npc, and avatar.

Definition at line 7337 of file character.cpp.

7338{
7339 if( !has_enough_charges( *used, true ) ) {
7340 return false;
7341 }
7342
7343 item *actually_used = used->get_usable_item( method );
7344 if( actually_used == nullptr ) {
7345 debugmsg( "Tried to invoke a method %s on item %s, which doesn't have this method",
7346 method.c_str(), used->tname() );
7347 return false;
7348 }
7349
7350 int charges_used = actually_used->type->invoke( *this->as_player(), *actually_used, pt, method );
7351 if( charges_used == 0 ) {
7352 return false;
7353 }
7354 // Prevent accessing the item as it may have been deleted by the invoked iuse function.
7355
7356 if( used->is_tool() || used->is_medication() || used->get_contained().is_medication() ) {
7357 return consume_charges( *actually_used, charges_used );
7358 } else if( used->is_bionic() || used->is_deployable() || method == "place_trap" ) {
7359 i_rem( used );
7360 return true;
7361 }
7362
7363 return false;
7364}
bool has_enough_charges(const item &it, bool show_msg) const
Has the item enough charges to invoke its use function? Also checks if UPS from this player is used i...
Definition: character.cpp:7461
bool consume_charges(item &used, int qty)
Consume charges of a tool or comestible item, potentially destroying it in the process.
Definition: character.cpp:7515
bool is_deployable() const
Definition: item.cpp:6828
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7843
bool is_bionic() const
Definition: item.cpp:6432
int invoke(player &p, item &it, const tripoint &pos) const
Definition: itype.cpp:105

References Creature::as_player(), consume_charges(), debugmsg, item::get_contained(), item::get_usable_item(), has_enough_charges(), i_rem(), itype::invoke(), item::is_bionic(), item::is_deployable(), item::is_medication(), item::is_tool(), item::tname(), and item::type.

◆ invoke_item() [4/4]

bool Character::invoke_item ( item ,
const tripoint pt 
)
virtual

Asks how to use the item (if it has more than one use_method) and uses it.

Returns true if it destroys the item. Consumes charges from the item. Multi-use items are ONLY supported when all use_methods are iuse_actor!

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7327 of file character.cpp.

7328{
7329 return false;
7330}

Referenced by activate_bionic(), activate_mutation(), invoke_item(), avatar::invoke_item(), npc::invoke_item(), player::use(), and iexamine::use_furn_fake_item().

◆ irradiate()

bool Character::irradiate ( float  rads,
bool  bypass = false 
)

Handles mitigation and application of radiation.

Definition at line 1534 of file suffer.cpp.

1535{
1536 int rad_mut = 0;
1537 if( has_trait( trait_RADIOACTIVE3 ) ) {
1538 rad_mut = 3;
1539 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1540 rad_mut = 2;
1541 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1542 rad_mut = 1;
1543 }
1544
1545 if( rads > 0 ) {
1546 bool has_helmet = false;
1547 const bool power_armored = is_wearing_power_armor( &has_helmet );
1548 const bool rad_resist = power_armored || worn_with_flag( "RAD_RESIST" );
1549
1550 if( is_rad_immune() && !bypass ) {
1551 // Power armor and some high-tech gear protects completely from radiation
1552 rads = 0.0f;
1553 } else if( rad_resist && !bypass ) {
1554 rads /= 4.0f;
1555 }
1556
1557 if( has_effect( effect_iodine ) ) {
1558 // Radioactive mutation makes iodine less efficient (but more useful)
1559 rads *= 0.3f + 0.1f * rad_mut;
1560 }
1561
1562 int rads_max = roll_remainder( rads );
1563 mod_rad( rng( 0, rads_max ) );
1564
1565 // Apply rads to any radiation badges.
1566 for( item *const it : inv_dump() ) {
1567 if( it->typeId() != itype_rad_badge ) {
1568 continue;
1569 }
1570
1571 // Actual irradiation levels of badges and the player aren't precisely matched.
1572 // This is intentional.
1573 const int before = it->irradiation;
1574
1575 const int delta = rng( 0, rads_max );
1576 if( delta == 0 ) {
1577 continue;
1578 }
1579
1580 it->irradiation += delta;
1581
1582 // If in inventory (not worn), don't print anything.
1583 if( inv.has_item( *it ) ) {
1584 continue;
1585 }
1586
1587 // If the color hasn't changed, don't print anything.
1588 const std::string &col_before = rad_badge_color( before );
1589 const std::string &col_after = rad_badge_color( it->irradiation );
1590 if( col_before == col_after ) {
1591 continue;
1592 }
1593
1594 add_msg_if_player( m_warning, _( "Your radiation badge changes from %1$s to %2$s!" ),
1595 col_before, col_after );
1596 }
1597
1598 if( rads > 0.0f ) {
1599 return true;
1600 }
1601 }
1602 return false;
1603}
std::vector< item * > inv_dump()
Definition: character.cpp:8964
bool is_rad_immune() const
Returns true if the player is protected from radiation.
Definition: character.cpp:6261
std::string rad_badge_color(const int rad)
Definition: item.cpp:289
static const trait_id trait_RADIOACTIVE2("RADIOACTIVE2")
static const trait_id trait_RADIOACTIVE3("RADIOACTIVE3")
static const trait_id trait_RADIOACTIVE1("RADIOACTIVE1")
static const itype_id itype_rad_badge("rad_badge")
static const efftype_id effect_iodine("iodine")

References _, Creature::add_msg_if_player(), effect_iodine, Creature::has_effect(), visitable< T >::has_item(), has_trait(), inv, inv_dump(), is_rad_immune(), is_wearing_power_armor(), itype_rad_badge, m_warning, mod_rad(), rad_badge_color(), rng(), roll_remainder(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, and worn_with_flag().

Referenced by trapfunc::glow(), player::hardcoded_effects(), modify_radiation(), map::player_in_field(), game::process_artifact(), mattack::science(), and suffer_from_radiation().

◆ is_armed()

◆ is_auto_moving()

bool Character::is_auto_moving ( ) const

Definition at line 10489 of file character.cpp.

10490{
10491 return destination_point.has_value();
10492}

References destination_point.

Referenced by game::handle_action(), and avatar_action::move().

◆ is_blind()

bool Character::is_blind ( ) const

◆ is_category_allowed() [1/2]

bool Character::is_category_allowed ( const std::string &  category) const

Definition at line 396 of file mutation.cpp.

397{
398 bool allowed = false;
399 bool restricted = false;
400 for( const trait_id &mut : get_mutations() ) {
401 for( const std::string &Ch_cat : mut.obj().allowed_category ) {
402 restricted = true;
403 if( Ch_cat == category ) {
404 allowed = true;
405 }
406 }
407 }
408 if( !restricted ) {
409 allowed = true;
410 }
411 return allowed;
412}

References get_mutations().

◆ is_category_allowed() [2/2]

bool Character::is_category_allowed ( const std::vector< std::string > &  category) const

Returns true if this category of mutation is allowed.

Definition at line 373 of file mutation.cpp.

374{
375 bool allowed = false;
376 bool restricted = false;
377 for( const trait_id &mut : get_mutations() ) {
378 if( !mut.obj().allowed_category.empty() ) {
379 restricted = true;
380 }
381 for( const std::string &Mu_cat : category ) {
382 if( mut.obj().allowed_category.count( Mu_cat ) ) {
383 allowed = true;
384 break;
385 }
386 }
387
388 }
389 if( !restricted ) {
390 allowed = true;
391 }
392 return allowed;
393
394}

References get_mutations().

Referenced by mutation_ok(), and old_mutate().

◆ is_deaf()

◆ is_elec_immune()

bool Character::is_elec_immune ( ) const
overridevirtual

Returns true is the player is protected from electric shocks.

Implements Creature.

Definition at line 6191 of file character.cpp.

6192{
6193 return is_immune_damage( DT_ELECTRIC );
6194}
bool is_immune_damage(damage_type) const override
Returns true if the player is immune to this kind of damage.
Definition: character.cpp:6218

References DT_ELECTRIC, and is_immune_damage().

Referenced by iuse::ehandcuffs(), is_immune_field(), and map::player_in_field().

◆ is_hauling()

bool Character::is_hauling ( ) const

Definition at line 9189 of file character.cpp.

9190{
9191 return hauling;
9192}
bool hauling
Definition: character.h:1512

References hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), game::vertical_move(), and game::walk_move().

◆ is_hibernating()

bool Character::is_hibernating ( ) const

Returns if the player has hibernation mutation and is asleep and well fed.

Definition at line 5143 of file character.cpp.

References effect_sleep, get_kcal_percent(), get_thirst(), has_active_mutation(), Creature::has_effect(), trait_HIBERNATE, and very_thirsty.

Referenced by calc_needs_rates(), and update_needs().

◆ is_immune_damage()

bool Character::is_immune_damage ( damage_type  dt) const
overridevirtual

Returns true if the player is immune to this kind of damage.

Implements Creature.

Definition at line 6218 of file character.cpp.

6219{
6220 switch( dt ) {
6221 case DT_NULL:
6222 return true;
6223 case DT_TRUE:
6224 return false;
6225 case DT_BIOLOGICAL:
6226 return has_effect_with_flag( "EFFECT_BIO_IMMUNE" ) ||
6227 worn_with_flag( "BIO_IMMUNE" );
6228 case DT_BASH:
6229 return has_effect_with_flag( "EFFECT_BASH_IMMUNE" ) ||
6230 worn_with_flag( "BASH_IMMUNE" );
6231 case DT_CUT:
6232 return has_effect_with_flag( "EFFECT_CUT_IMMUNE" ) ||
6233 worn_with_flag( "CUT_IMMUNE" );
6234 case DT_ACID:
6235 return has_trait( trait_ACIDPROOF ) ||
6236 has_effect_with_flag( "EFFECT_ACID_IMMUNE" ) ||
6237 worn_with_flag( "ACID_IMMUNE" );
6238 case DT_STAB:
6239 return has_effect_with_flag( "EFFECT_STAB_IMMUNE" ) ||
6240 worn_with_flag( "STAB_IMMUNE" );
6241 case DT_BULLET:
6242 return has_effect_with_flag( "EFFECT_BULLET_IMMUNE" ) || worn_with_flag( "BULLET_IMMUNE" );
6243 case DT_HEAT:
6244 return has_trait( trait_M_SKIN2 ) ||
6246 has_effect_with_flag( "EFFECT_HEAT_IMMUNE" ) ||
6247 worn_with_flag( "HEAT_IMMUNE" );
6248 case DT_COLD:
6249 return has_effect_with_flag( "EFFECT_COLD_IMMUNE" ) ||
6250 worn_with_flag( "COLD_IMMUNE" );
6251 case DT_ELECTRIC:
6252 return has_active_bionic( bio_faraday ) ||
6253 worn_with_flag( "ELECTRIC_IMMUNE" ) ||
6255 has_effect_with_flag( "EFFECT_ELECTRIC_IMMUNE" );
6256 default:
6257 return true;
6258 }
6259}
static const trait_id trait_ACIDPROOF("ACIDPROOF")
static const trait_id trait_M_SKIN2("M_SKIN2")
static const bionic_id bio_faraday("bio_faraday")
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117

References AEP_RESIST_ELECTRICITY, bio_faraday, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, has_active_bionic(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), trait_ACIDPROOF, trait_M_SKIN2, trait_M_SKIN3, and worn_with_flag().

Referenced by player::immune_to(), is_elec_immune(), and is_immune_effect().

◆ is_immune_effect()

bool Character::is_immune_effect ( const efftype_id eff) const
overridevirtual

Returns true if the player is immune to this kind of effect.

Implements Creature.

Definition at line 6196 of file character.cpp.

6197{
6198 if( eff == effect_downed ) {
6200 } else if( eff == effect_onfire ) {
6201 return is_immune_damage( DT_HEAT );
6202 } else if( eff == effect_deaf ) {
6204 has_bionic( bio_ears ) ||
6206 } else if( eff == effect_corroding ) {
6208 } else if( eff == effect_nausea ) {
6210 } else if( eff == effect_bleed ) {
6211 // Ugly, it was badly implemented and should be a flag
6212 return mutation_value( "bleed_resist" ) > 0.0f;
6213 }
6214
6215 return false;
6216}
static const trait_id trait_SLIMY("SLIMY")
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const trait_id trait_STRONGSTOMACH("STRONGSTOMACH")
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const efftype_id effect_corroding("corroding")
static const trait_id trait_VISCOUS("VISCOUS")
static const std::string flag_PARTIAL_DEAF("PARTIAL_DEAF")
static const efftype_id effect_nausea("nausea")
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8940
bool is_throw_immune() const
Returns true if the player is immune to throws.

References bio_ears, DT_ACID, DT_HEAT, effect_bleed, effect_corroding, effect_deaf, effect_downed, effect_nausea, effect_onfire, flag_DEAF(), flag_PARTIAL_DEAF(), footwear_factor(), has_bionic(), has_trait(), is_immune_damage(), is_throw_immune(), is_wearing(), itype_rm13_armor_on, mutation_value(), trait_LEG_TENT_BRACE, trait_SLIMY, trait_STRONGSTOMACH, trait_VISCOUS, and worn_with_flag().

Referenced by sounds::process_sound_markers().

◆ is_immune_field()

bool Character::is_immune_field ( const field_type_id ) const
overridevirtual

Returns true if we are immune to the field type with the given fid.

Does not handle intensity, so this function should only be called through is_dangerous_field().

Reimplemented from Creature.

Definition at line 6150 of file character.cpp.

6151{
6152 // Obviously this makes us invincible
6153 if( has_trait( trait_DEBUG_NODMG ) ) {
6154 return true;
6155 }
6156 // Check to see if we are immune
6157 const field_type &ft = fid.obj();
6158 for( const trait_id &t : ft.immunity_data_traits ) {
6159 if( has_trait( t ) ) {
6160 return true;
6161 }
6162 }
6163 bool immune_by_body_part_resistance = !ft.immunity_data_body_part_env_resistance.empty();
6164 for( const std::pair<body_part, int> &fide : ft.immunity_data_body_part_env_resistance ) {
6165 immune_by_body_part_resistance = immune_by_body_part_resistance &&
6166 get_env_resist( convert_bp( fide.first ).id() ) >= fide.second;
6167 }
6168 if( immune_by_body_part_resistance ) {
6169 return true;
6170 }
6171 if( ft.has_elec ) {
6172 return is_elec_immune();
6173 }
6174 if( ft.has_fire ) {
6176 }
6177 if( ft.has_acid ) {
6178 return !is_on_ground() && get_env_resist( bodypart_id( "foot_l" ) ) >= 15 &&
6179 get_env_resist( bodypart_id( "foot_r" ) ) >= 15 &&
6180 get_env_resist( bodypart_id( "leg_l" ) ) >= 15 &&
6181 get_env_resist( bodypart_id( "leg_r" ) ) >= 15 &&
6182 get_armor_type( DT_ACID, bodypart_id( "foot_l" ) ) >= 5 &&
6183 get_armor_type( DT_ACID, bodypart_id( "foot_r" ) ) >= 5 &&
6184 get_armor_type( DT_ACID, bodypart_id( "leg_l" ) ) >= 5 &&
6185 get_armor_type( DT_ACID, bodypart_id( "leg_r" ) ) >= 5;
6186 }
6187 // If we haven't found immunity yet fall up to the next level
6188 return Creature::is_immune_field( fid );
6189}
static const bionic_id bio_heatsink("bio_heatsink")
bool is_elec_immune() const override
Returns true is the player is protected from electric shocks.
Definition: character.cpp:6191
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:962
int get_env_resist(bodypart_id bp) const override
Returns overall env_resist on a body_part.
Definition: character.cpp:7133
virtual bool is_immune_field(const field_type_id &) const
Returns true if we are immune to the field type with the given fid.
Definition: creature.h:325
std::vector< trait_id > immunity_data_traits
Definition: field_type.h:172
bool has_elec
Definition: field_type.h:164
bool has_acid
Definition: field_type.h:163
bool has_fire
Definition: field_type.h:162
std::vector< std::pair< body_part, int > > immunity_data_body_part_env_resistance
Definition: field_type.h:173

References bio_heatsink, convert_bp(), DT_ACID, get_armor_type(), get_env_resist(), field_type::has_acid, has_active_bionic(), field_type::has_elec, field_type::has_fire, has_trait(), string_id< T >::id(), field_type::immunity_data_body_part_env_resistance, field_type::immunity_data_traits, is_elec_immune(), Creature::is_immune_field(), is_on_ground(), is_wearing(), itype_rm13_armor_on, int_id< T >::obj(), and trait_DEBUG_NODMG.

◆ is_invisible()

bool Character::is_invisible ( ) const

Definition at line 6349 of file character.cpp.

6350{
6351 return (
6356 );
6357}
static const std::string flag_EFFECT_INVISIBLE("EFFECT_INVISIBLE")
static const trait_id trait_DEBUG_CLOAK("DEBUG_CLOAK")
bool is_wearing_active_optcloak() const
Returns true if the player is wearing an active optical cloak.
Definition: character.cpp:3818
@ AEP_INVISIBLE
Definition: enums.h:110

References AEP_INVISIBLE, flag_EFFECT_INVISIBLE(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), is_wearing_active_optcloak(), and trait_DEBUG_CLOAK.

Referenced by visibility().

◆ is_limb_broken()

bool Character::is_limb_broken ( const bodypart_id limb) const

◆ is_limb_disabled()

bool Character::is_limb_disabled ( const bodypart_id limb) const

Returns true if the limb is disabled(12.5% or less hp)

Definition at line 1317 of file character.cpp.

1318{
1319 return get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * .125;
1320}

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by best_shield(), and get_working_arm_count().

◆ is_limb_hindered()

bool Character::is_limb_hindered ( hp_part  limb) const

Returns true if the limb is hindered(40% or less hp)

◆ is_max_power()

bool Character::is_max_power ( ) const

Definition at line 2004 of file character.cpp.

2005{
2006 return power_level >= max_power_level;
2007}

References max_power_level, and power_level.

Referenced by feed_furnace_with().

◆ is_mounted()

bool Character::is_mounted ( ) const

Definition at line 1143 of file character.cpp.

1144{
1146}

References effect_riding, Creature::has_effect(), and mounted_creature.

Referenced by activate_bionic(), cata_event_dispatch::avatar_moves(), best_nearby_lifting_assist(), iuse::blood_draw(), iuse::boltcutters(), iuse::burrow(), can_install_bionics(), map::can_move_furniture(), cauterize_actor::can_use(), enzlave_actor::can_use(), musical_instrument_actor::can_use(), install_bionic_actor::can_use(), repair_item_actor::can_use_tool(), player::can_wield(), iuse::capture_monster_act(), iuse::capture_monster_veh(), debug_menu::character_edit_menu(), check_mount_is_spooked(), check_mount_will_move(), iuse::chop_logs(), iuse::chop_tree(), iuse::clear_rubble(), iuse::craft(), iuse::crowbar(), iuse::cut_log_into_planks(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::disassemble(), dismount(), game::do_turn(), iuse::einktabletpc(), game::examine(), iuse::fill_pit(), player::fire_gun(), iuse::fish_trap(), iuse::fishing_rod(), iuse::gun_repair(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), game::handle_action(), has_charges(), iuse::jackhammer(), iuse::ladder(), player::list_ammo(), iuse::lumber(), iuse::makemound(), iuse::meditate(), melee_attack(), iuse::mind_splicer(), mine_activity(), iuse::mop(), avatar_action::move(), npc::move_to(), game::npc_menu(), game::on_move_effects(), overmap_sight_range(), iuse::oxytorch(), perform_technique(), iuse::pickaxe(), npc::place_on_map(), game::place_player(), game::place_player_overmap(), avatar_action::plthrow(), iuse::portable_game(), iuse::portal(), game::prompt_dangerous_tile(), recalc_sight_limits(), player::reset_stats(), iuse::rpgdie(), run_cost(), avatar::set_movement_mode(), iuse::shavekit(), iuse::siphon(), sleep(), smash(), store(), avatar_action::swim(), swim_speed(), iuse::teleport(), player::throw_item(), throw_range(), trapfunc::tripwire(), iuse::unfold_generic(), unfold_vehicle_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), cauterize_actor::use(), enzlave_actor::use(), musical_instrument_actor::use(), heal_actor::use(), place_trap_actor::use(), deploy_tent_actor::use(), sew_advanced_actor::use(), weigh_self_actor::use(), use_charges(), game::vertical_move(), iuse::vibe(), game::walk_move(), iuse::wash_hard_items(), wash_items(), iuse::wash_soft_items(), iuse::water_purifier(), weight_capacity(), and npc::worker_downtime().

◆ is_on_ground()

bool Character::is_on_ground ( ) const
overridevirtual

Returns true if the player is knocked over or has broken legs.

Implements Creature.

Definition at line 962 of file character.cpp.

963{
965}

References effect_downed, get_working_leg_count(), and Creature::has_effect().

Referenced by is_immune_field(), map::player_in_field(), and game::walk_move().

◆ is_quiet()

bool Character::is_quiet ( ) const

Returns true if the player has quiet melee attacks.

Definition at line 1182 of file martialarts.cpp.

1183{
1184 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1185 return b.is_quiet();
1186 } );
1187}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by melee_attack().

◆ is_rad_immune()

bool Character::is_rad_immune ( ) const

Returns true if the player is protected from radiation.

Definition at line 6261 of file character.cpp.

6262{
6263 bool has_helmet = false;
6264 return ( is_wearing_power_armor( &has_helmet ) && has_helmet ) || worn_with_flag( "RAD_PROOF" );
6265}

References is_wearing_power_armor(), and worn_with_flag().

Referenced by irradiate(), and suffer_from_radiation().

◆ is_snuggling()

std::string Character::is_snuggling ( ) const

Checks to see if the player is using floor items to keep warm, and return the name of one such item if so.

Definition at line 9330 of file character.cpp.

9331{
9332 map &here = get_map();
9333 auto begin = here.i_at( pos() ).begin();
9334 auto end = here.i_at( pos() ).end();
9335
9336 if( in_vehicle ) {
9337 if( const cata::optional<vpart_reference> vp = here.veh_at( pos() ).part_with_feature( VPFLAG_CARGO,
9338 false ) ) {
9339 vehicle *const veh = &vp->vehicle();
9340 const int cargo = vp->part_index();
9341 if( !veh->get_items( cargo ).empty() ) {
9342 begin = veh->get_items( cargo ).begin();
9343 end = veh->get_items( cargo ).end();
9344 }
9345 }
9346 }
9347 const item *floor_armor = nullptr;
9348 int ticker = 0;
9349
9350 // If there are no items on the floor, return nothing
9351 if( begin == end ) {
9352 return "nothing";
9353 }
9354
9355 for( auto candidate = begin; candidate != end; ++candidate ) {
9356 if( !candidate->is_armor() ) {
9357 continue;
9358 } else if( candidate->volume() > 250_ml && candidate->get_warmth() > 0 &&
9359 ( candidate->covers( bp_torso ) || candidate->covers( bp_leg_l ) ||
9360 candidate->covers( bp_leg_r ) ) ) {
9361 floor_armor = &*candidate;
9362 ticker++;
9363 }
9364 }
9365
9366 if( ticker == 0 ) {
9367 return "nothing";
9368 } else if( ticker == 1 ) {
9369 return floor_armor->type_name();
9370 } else if( ticker > 1 ) {
9371 return "many";
9372 }
9373
9374 return "nothing";
9375}
bool in_vehicle
Definition: character.h:1511
bool empty() const
Definition: item_stack.cpp:15

References item_stack::begin(), bp_leg_l, bp_leg_r, bp_torso, item_stack::empty(), item_stack::end(), vehicle::get_items(), get_map(), map::i_at(), in_vehicle, pos(), item::type_name(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by fall_asleep().

◆ is_throw_immune()

bool Character::is_throw_immune ( ) const

Returns true if the player is immune to throws.

Definition at line 1176 of file martialarts.cpp.

1177{
1178 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1179 return b.is_throw_immune();
1180 } );
1181}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by mattack::bio_op_takedown(), mattack::grab(), is_immune_effect(), mattack::thrown_by_judo(), and game::update_stair_monsters().

◆ is_visible_in_range()

bool Character::is_visible_in_range ( const Creature critter,
int  range 
) const
private

Check whether the other creature is in range and can be seen by this creature.

Parameters
critterCreature to check for visibility
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10222 of file character.cpp.

10223{
10224 return sees( critter ) && rl_dist( pos(), critter.pos() ) <= range;
10225}

References Creature::pos(), pos(), rl_dist(), and sees().

◆ is_warm()

bool Character::is_warm ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 508 of file character.cpp.

509{
510 // TODO: is there a mutation (plant?) that makes a npc not warm blooded?
511 return true;
512}

◆ is_waterproof()

bool Character::is_waterproof ( const body_part_set parts) const

Definition at line 9000 of file character.cpp.

9001{
9002 return covered_with_flag( "WATERPROOF", parts );
9003}
bool covered_with_flag(const std::string &flag, const body_part_set &parts) const
Definition: character.cpp:8977

References covered_with_flag().

Referenced by drench().

◆ is_weak_to_water()

bool Character::is_weak_to_water ( ) const

Definition at line 414 of file mutation.cpp.

415{
416 for( const trait_id &mut : get_mutations() ) {
417 if( mut.obj().weakness_to_water > 0 ) {
418 return true;
419 }
420 }
421 return false;
422}

References get_mutations().

Referenced by drench().

◆ is_wearing() [1/2]

bool Character::is_wearing ( const item itm) const

◆ is_wearing() [2/2]

bool Character::is_wearing ( const itype_id it) const

Returns true if the player is wearing an item of this type.

Definition at line 3250 of file character.cpp.

3251{
3252 for( auto &i : worn ) {
3253 if( i.typeId() == it ) {
3254 return true;
3255 }
3256 }
3257 return false;
3258}

References worn.

◆ is_wearing_active_optcloak()

bool Character::is_wearing_active_optcloak ( ) const

Returns true if the player is wearing an active optical cloak.

Definition at line 3818 of file character.cpp.

3819{
3820 for( auto &w : worn ) {
3821 if( w.active && w.has_flag( flag_ACTIVE_CLOAKING ) ) {
3822 return true;
3823 }
3824 }
3825 return false;
3826}
static const std::string flag_ACTIVE_CLOAKING("ACTIVE_CLOAKING")

References flag_ACTIVE_CLOAKING(), and worn.

Referenced by player::basic_symbol_color(), and is_invisible().

◆ is_wearing_active_power_armor()

bool Character::is_wearing_active_power_armor ( ) const

Returns true if the character is wearing active power.

Definition at line 3808 of file character.cpp.

3809{
3810 for( const auto &w : worn ) {
3811 if( w.has_flag( flag_POWERARMOR_EXO ) && w.active ) {
3812 return true;
3813 }
3814 }
3815 return false;
3816}

References flag_POWERARMOR_EXO(), and worn.

◆ is_wearing_helmet()

bool Character::is_wearing_helmet ( ) const

Returns true if the character is wearing something occupying the helmet slot.

Definition at line 8903 of file character.cpp.

8904{
8905 for( const item &i : worn ) {
8906 if( i.covers( bp_head ) && !i.has_flag( flag_HELMET_COMPAT ) && !i.has_flag( flag_SKINTIGHT ) &&
8907 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8908 !i.has_flag( flag_OVERSIZE ) ) {
8909 return true;
8910 }
8911 }
8912 return false;
8913}

References bp_head, flag_AURA(), flag_HELMET_COMPAT(), flag_OVERSIZE(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), and worn.

Referenced by can_wear().

◆ is_wearing_on_bp()

bool Character::is_wearing_on_bp ( const itype_id it,
const bodypart_id bp 
) const

Returns true if the player is wearing the item on the given body part.

Definition at line 3260 of file character.cpp.

3261{
3262 for( auto &i : worn ) {
3263 if( i.typeId() == it && i.covers( bp->token ) ) {
3264 return true;
3265 }
3266 }
3267 return false;
3268}

References worn.

Referenced by shoe_type_count().

◆ is_wearing_power_armor()

bool Character::is_wearing_power_armor ( bool *  hasHelmet = nullptr) const

Returns true if the character is wearing power armor.

Definition at line 3783 of file character.cpp.

3784{
3785 bool result = false;
3786 for( auto &elem : worn ) {
3787 if( !elem.is_power_armor() ) {
3788 continue;
3789 }
3790 if( elem.has_flag( flag_POWERARMOR_EXO ) ) {
3791 result = true;
3792 if( hasHelmet == nullptr ) {
3793 // found power armor, helmet not requested, cancel loop
3794 return true;
3795 }
3796 }
3797 // found power armor, continue search for helmet
3798 if( elem.covers( bp_head ) ) {
3799 if( hasHelmet != nullptr ) {
3800 *hasHelmet = true;
3801 }
3802 return true;
3803 }
3804 }
3805 return result;
3806}

References bp_head, flag_POWERARMOR_EXO(), and worn.

Referenced by can_wear(), irradiate(), is_rad_immune(), power_rating(), and suffer_from_radiation().

◆ is_wearing_shoes()

bool Character::is_wearing_shoes ( const side which_side = side::BOTH) const

Returns true if the player is wearing something on their feet that is not SKINTIGHT.

Definition at line 8874 of file character.cpp.

8875{
8876 bool left = true;
8877 bool right = true;
8878 if( which_side == side::LEFT || which_side == side::BOTH ) {
8879 left = false;
8880 for( const item &worn_item : worn ) {
8881 if( worn_item.covers( bp_foot_l ) && !worn_item.has_flag( flag_BELTED ) &&
8882 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8883 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8884 left = true;
8885 break;
8886 }
8887 }
8888 }
8889 if( which_side == side::RIGHT || which_side == side::BOTH ) {
8890 right = false;
8891 for( const item &worn_item : worn ) {
8892 if( worn_item.covers( bp_foot_r ) && !worn_item.has_flag( flag_BELTED ) &&
8893 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8894 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8895 right = true;
8896 break;
8897 }
8898 }
8899 }
8900 return ( left && right );
8901}

References BOTH, bp_foot_l, bp_foot_r, flag_AURA(), flag_BELTED(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), LEFT, left, RIGHT, right, and worn.

Referenced by can_wear(), rooted_message(), and suffer_from_other_mutations().

◆ is_wielding()

◆ is_worn()

◆ item_encumb()

void Character::item_encumb ( char_encumbrance_data vals,
const item new_item 
) const
protected

Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items.

Definition at line 3958 of file character.cpp.

3959{
3960
3961 // reset all layer data
3962 vals = char_encumbrance_data();
3963
3964 // Figure out where new_item would be worn
3965 std::list<item>::const_iterator new_item_position = worn.end();
3966 if( !new_item.is_null() ) {
3967 // const_cast required to work around g++-4.8 library bug
3968 // see the commit that added this comment to understand why
3969 new_item_position =
3970 const_cast<Character *>( this )->position_to_wear_new_item( new_item );
3971 }
3972
3973 // Track highest layer observed so far so we can penalize out-of-order
3974 // items
3975 std::array<layer_level, num_bp> highest_layer_so_far;
3976 std::fill( highest_layer_so_far.begin(), highest_layer_so_far.end(),
3978
3979 for( auto w_it = worn.begin(); w_it != worn.end(); ++w_it ) {
3980 if( w_it == new_item_position ) {
3981 layer_item( vals, new_item, highest_layer_so_far, *this );
3982 }
3983 layer_item( vals, *w_it, highest_layer_so_far, *this );
3984 }
3985
3986 if( worn.end() == new_item_position && !new_item.is_null() ) {
3987 layer_item( vals, new_item, highest_layer_so_far, *this );
3988 }
3989
3990 // make sure values are sane
3991 for( const body_part bp : all_body_parts ) {
3992 encumbrance_data &elem = vals.elems[bp];
3993
3994 elem.armor_encumbrance = std::max( 0, elem.armor_encumbrance );
3995
3996 // Add armor and layering penalties for the final values
3997 elem.encumbrance += elem.armor_encumbrance + elem.layer_penalty;
3998 }
3999}
static void layer_item(char_encumbrance_data &vals, const item &it, std::array< layer_level, num_bp > &highest_layer_so_far, const Character &c)
Definition: character.cpp:3741
std::list< item >::iterator position_to_wear_new_item(const item &new_item)
Return the position in the worn list where new_item would be put by default.
Definition: character.cpp:3929
@ PERSONAL_LAYER
Definition: enums.h:216
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
std::array< encumbrance_data, num_bp > elems

References all_body_parts, encumbrance_data::armor_encumbrance, char_encumbrance_data::elems, encumbrance_data::encumbrance, detail::fill(), item::is_null(), layer_item(), encumbrance_data::layer_penalty, PERSONAL_LAYER, position_to_wear_new_item(), and worn.

Referenced by calc_encumbrance().

◆ item_handling_cost()

int Character::item_handling_cost ( const item it,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when handling (e.g.

storing, drawing etc.) an item

Parameters
itItem to calculate handling cost for
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST

Definition at line 7572 of file character.cpp.

7573{
7574 int mv = base_cost;
7575 if( penalties ) {
7576 // 40 moves per liter, up to 200 at 5 liters
7577 mv += std::min( 200, it.volume() / 20_ml );
7578 }
7579
7580 if( weapon.typeId() == itype_e_handcuffs ) {
7581 mv *= 4;
7582 } else if( penalties && has_effect( effect_grabbed ) ) {
7583 mv *= 2;
7584 }
7585
7586 // For single handed items use the least encumbered hand
7587 if( it.is_two_handed( *this ) ) {
7588 mv += encumb( bp_hand_l ) + encumb( bp_hand_r );
7589 } else {
7590 mv += std::min( encumb( bp_hand_l ), encumb( bp_hand_r ) );
7591 }
7592
7593 return std::min( std::max( mv, 0 ), MAX_HANDLING_COST );
7594}
static const itype_id itype_e_handcuffs("e_handcuffs")
static constexpr int MAX_HANDLING_COST

References bp_hand_l, bp_hand_r, effect_grabbed, encumb(), Creature::has_effect(), item::is_two_handed(), itype_e_handcuffs, MAX_HANDLING_COST, item::typeId(), item::volume(), and weapon.

Referenced by dispose_item(), npc::dispose_item(), throw_activity_actor::do_turn(), player::item_reload_cost(), item_store_cost(), item_wear_cost(), mill_activate(), mill_load_food(), iexamine::quern_examine(), smoker_activate(), smoker_load_food(), iexamine::smoker_options(), player::unload(), avatar::wield(), and player::wield_contents().

◆ item_store_cost()

int Character::item_store_cost ( const item it,
const item container,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when storing an item in a container.

Parameters
itItem to calculate storage cost for
containerContainer to store item in
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST
Pistol decreases time taken to store a pistol Smg decreases time taken to store an SMG Rifle decreases time taken to store a rifle Shotgun decreases time taken to store a shotgun Launcher decreases time taken to store a launcher Stabbing decreases time taken to store a stabbing weapon Cutting decreases time taken to store a cutting weapon Bashing decreases time taken to store a bashing weapon

Definition at line 7596 of file character.cpp.

7598{
7599 /** @EFFECT_PISTOL decreases time taken to store a pistol */
7600 /** @EFFECT_SMG decreases time taken to store an SMG */
7601 /** @EFFECT_RIFLE decreases time taken to store a rifle */
7602 /** @EFFECT_SHOTGUN decreases time taken to store a shotgun */
7603 /** @EFFECT_LAUNCHER decreases time taken to store a launcher */
7604 /** @EFFECT_STABBING decreases time taken to store a stabbing weapon */
7605 /** @EFFECT_CUTTING decreases time taken to store a cutting weapon */
7606 /** @EFFECT_BASHING decreases time taken to store a bashing weapon */
7607 int lvl = get_skill_level( it.is_gun() ? it.gun_skill() : it.melee_skill() );
7608 return item_handling_cost( it, penalties, base_cost ) / ( ( lvl + 10.0f ) / 10.0f );
7609}

References get_skill_level(), item::gun_skill(), item::is_gun(), item_handling_cost(), and item::melee_skill().

Referenced by dispose_item(), npc::dispose_item(), and player::store().

◆ item_wear_cost()

int Character::item_wear_cost ( const item it) const

Calculate (but do not deduct) the number of moves required to wear an item.

Definition at line 7611 of file character.cpp.

7612{
7613 double mv = item_handling_cost( it );
7614
7615 switch( it.get_layer() ) {
7616 case PERSONAL_LAYER:
7617 break;
7618
7619 case UNDERWEAR_LAYER:
7620 mv *= 1.5;
7621 break;
7622
7623 case REGULAR_LAYER:
7624 break;
7625
7626 case WAIST_LAYER:
7627 case OUTER_LAYER:
7628 mv /= 1.5;
7629 break;
7630
7631 case BELTED_LAYER:
7632 mv /= 2.0;
7633 break;
7634
7635 case AURA_LAYER:
7636 break;
7637
7638 default:
7639 break;
7640 }
7641
7642 mv *= std::max( it.get_encumber( *this ) / 10.0, 1.0 );
7643
7644 return mv;
7645}
layer_level get_layer() const
Returns clothing layer for item.
Definition: item.cpp:5755
@ WAIST_LAYER
Definition: enums.h:222
@ UNDERWEAR_LAYER
Definition: enums.h:218
@ REGULAR_LAYER
Definition: enums.h:220
@ BELTED_LAYER
Definition: enums.h:226
@ AURA_LAYER
Definition: enums.h:228
@ OUTER_LAYER
Definition: enums.h:224

References AURA_LAYER, BELTED_LAYER, item::get_encumber(), item::get_layer(), item_handling_cost(), OUTER_LAYER, PERSONAL_LAYER, REGULAR_LAYER, UNDERWEAR_LAYER, and WAIST_LAYER.

Referenced by dispose_item(), and wear_item().

◆ item_with_best_of_quality()

item & Character::item_with_best_of_quality ( const quality_id qid)

Returns the item in the player's inventory with the highest of the specified quality.

Definition at line 10006 of file character.cpp.

10007{
10008 int maxq = max_quality( qid );
10009 auto items_with_quality = items_with( [qid]( const item & it ) {
10010 return it.has_quality( qid );
10011 } );
10012 for( item *it : items_with_quality ) {
10013 if( it->get_quality( qid ) == maxq ) {
10014 return *it;
10015 }
10016 }
10017 return null_item_reference();
10018}
int get_quality(const quality_id &id) const
Definition: item.cpp:5302

References item::get_quality(), visitable< T >::has_quality(), visitable< Character >::items_with(), visitable< Character >::max_quality(), and null_item_reference().

◆ item_worn_with_flag()

const item * Character::item_worn_with_flag ( const std::string &  flag,
const bodypart_id bp = bodypart_str_id::NULL_ID() 
) const

Returns the first worn item with a given flag.

Definition at line 3278 of file character.cpp.

3279{
3280 const item *it_with_flag = nullptr;
3281 for( const item &it : worn ) {
3282 if( it.has_flag( flag ) && ( bp == bodypart_str_id::NULL_ID() ||
3283 it.covers( bp->token ) ) ) {
3284 it_with_flag = &it;
3285 break;
3286 }
3287 }
3288 return it_with_flag;
3289}

References string_id< body_part_type >::NULL_ID(), and worn.

Referenced by burn_fuel().

◆ knows_recipe()

bool Character::knows_recipe ( const recipe rec) const

Definition at line 10578 of file character.cpp.

10579{
10580 return get_learned_recipes().contains( *rec );
10581}
const recipe_subset & get_learned_recipes() const
Returns all known recipes.
bool contains(const recipe &r) const
Check if the subset contains a recipe with the specified id.

References recipe_subset::contains(), and get_learned_recipes().

Referenced by item::book_info(), complete_craft(), crafting::complete_disassemble(), avatar::create(), avatar::do_read(), find_repair_difficulty(), read_inventory_preset::get_known_recipes(), player::has_recipe(), select_crafting_recipe(), conditional_t< T >::set_u_know_recipe(), skim_book_msg(), and player::studied_all_recipes().

◆ knows_trap()

bool Character::knows_trap ( const tripoint pos) const

Definition at line 10246 of file character.cpp.

10247{
10248 const tripoint p = get_map().getabs( pos );
10249 return known_traps.count( p ) > 0;
10250}

References get_map(), map::getabs(), known_traps, and pos().

Referenced by trap::can_see(), vehicle::handle_trap(), and player::search_surroundings().

◆ leak_level()

int Character::leak_level ( const std::string &  flag) const

Definition at line 1970 of file suffer.cpp.

1971{
1972 int leak_level = 0;
1973 leak_level = inv.leak_level( flag );
1974 return leak_level;
1975}
int leak_level(const std::string &flag) const
Definition: suffer.cpp:1970
int leak_level(const std::string &flag) const
Definition: inventory.cpp:897

References inv, leak_level(), and inventory::leak_level().

Referenced by iexamine::autodoc(), iuse::geiger(), leak_level(), and suffer_from_radiation().

◆ learn_recipe()

void Character::learn_recipe ( const recipe rec)

Definition at line 10583 of file character.cpp.

10584{
10585 if( rec->never_learn ) {
10586 return;
10587 }
10588 learned_recipes->include( rec );
10589}
bool never_learn
Prevent this recipe from ever being added to the player's learned recipies ( used for special NPC cra...
Definition: recipe.h:91

References learned_recipes, and recipe::never_learn.

Referenced by debug_menu::character_edit_menu(), complete_craft(), crafting::complete_disassemble(), avatar::create(), and avatar::do_read().

◆ limb_color()

nc_color Character::limb_color ( const bodypart_id bp,
bool  bleed,
bool  bite,
bool  infect 
) const

Definition at line 6057 of file character.cpp.

6058{
6059 if( bp == bodypart_id( "num_bp" ) ) {
6060 return c_light_gray;
6061 }
6062 const body_part bp_token = bp->token;
6063 int color_bit = 0;
6064 nc_color i_color = c_light_gray;
6065 if( bleed && has_effect( effect_bleed, bp_token ) ) {
6066 color_bit += 1;
6067 }
6068 if( bite && has_effect( effect_bite, bp_token ) ) {
6069 color_bit += 10;
6070 }
6071 if( infect && has_effect( effect_infected, bp_token ) ) {
6072 color_bit += 100;
6073 }
6074 switch( color_bit ) {
6075 case 1:
6076 i_color = c_red;
6077 break;
6078 case 10:
6079 i_color = c_blue;
6080 break;
6081 case 100:
6082 i_color = c_green;
6083 break;
6084 case 11:
6085 i_color = c_magenta;
6086 break;
6087 case 101:
6088 i_color = c_yellow;
6089 break;
6090 }
6091
6092 return i_color;
6093}
#define c_magenta
Definition: color.h:25

References Creature::bleed(), c_blue, c_green, c_light_gray, c_magenta, c_red, c_yellow, effect_bite, effect_bleed, effect_infected, and Creature::has_effect().

Referenced by body_window(), draw_health_classic(), draw_limb2(), draw_limb_narrow(), draw_limb_wide(), and extended_description().

◆ load()

void Character::load ( const JsonObject data)
protected

Gather variables for saving.

These variables are common to both the avatar and NPCs.

Definition at line 387 of file savegame_json.cpp.

388{
390 Creature::load( data );
391
392 if( !data.read( "posx", position.x ) ) { // uh-oh.
393 debugmsg( "BAD PLAYER/NPC JSON: no 'posx'?" );
394 }
395 data.read( "posy", position.y );
396 if( !data.read( "posz", position.z ) && g != nullptr ) {
397 position.z = g->get_levz();
398 }
399 // stats
400 data.read( "str_cur", str_cur );
401 data.read( "str_max", str_max );
402 data.read( "dex_cur", dex_cur );
403 data.read( "dex_max", dex_max );
404 data.read( "int_cur", int_cur );
405 data.read( "int_max", int_max );
406 data.read( "per_cur", per_cur );
407 data.read( "per_max", per_max );
408
409 data.read( "str_bonus", str_bonus );
410 data.read( "dex_bonus", dex_bonus );
411 data.read( "per_bonus", per_bonus );
412 data.read( "int_bonus", int_bonus );
413 data.read( "omt_path", omt_path );
414
415 data.read( "base_age", init_age );
416 data.read( "base_height", init_height );
417
418 if( !data.read( "profession", prof ) || !prof.is_valid() ) {
419 // We are likely an older profession which has since been removed so just set to default.
420 // This is only cosmetic after game start.
422 }
423 data.read( "custom_profession", custom_profession );
424
425 // needs
426 data.read( "thirst", thirst );
427 data.read( "fatigue", fatigue );
428 data.read( "sleep_deprivation", sleep_deprivation );
429 data.read( "stored_calories", stored_calories );
430 data.read( "radiation", radiation );
431 data.read( "oxygen", oxygen );
432 data.read( "pkill", pkill );
433
434 data.read( "type_of_scent", type_of_scent );
435
436 if( data.has_array( "ma_styles" ) ) {
437 std::vector<matype_id> temp_styles;
438 data.read( "ma_styles", temp_styles );
439 bool temp_keep_hands_free = false;
440 data.read( "keep_hands_free", temp_keep_hands_free );
441 matype_id temp_selected_style;
442 data.read( "style_selected", temp_selected_style );
443 if( !temp_selected_style.is_valid() ) {
444 temp_selected_style = matype_id( "style_none" );
445 }
447 temp_styles, temp_selected_style, temp_keep_hands_free
448 ) );
449 } else {
450 data.read( "martial_arts_data", martial_arts_data );
451 }
452
453 JsonObject vits = data.get_object( "vitamin_levels" );
455 for( const std::pair<const vitamin_id, vitamin> &v : vitamin::all() ) {
456 if( vits.has_member( v.first.str() ) ) {
457 int lvl = vits.get_int( v.first.str() );
458 vitamin_levels[v.first] = clamp( lvl, v.first->min(), v.first->max() );
459 }
460 }
461 data.read( "consumption_history", consumption_history );
462 data.read( "activity", activity );
463 data.read( "destination_activity", destination_activity );
464 data.read( "stashed_outbounds_activity", stashed_outbounds_activity );
465 data.read( "stashed_outbounds_backlog", stashed_outbounds_backlog );
466 data.read( "backlog", backlog );
467 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
468 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
469 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
470 requirement_data fetch_reqs;
471 data.read( "fetch_data", fetch_reqs );
472 const requirement_id req_id( backlog.front().str_values.back() );
473 requirement_data::save_requirement( fetch_reqs, req_id );
474 }
475 // npc activity on vehicles.
476 data.read( "activity_vehicle_part_index", activity_vehicle_part_index );
477 // health
478 data.read( "healthy", healthy );
479 data.read( "healthy_mod", healthy_mod );
480 data.read( "healed_24h", healed_total );
481
482 // status
483 temp_cur.fill( 5000 );
484 data.read( "temp_cur", temp_cur );
485
486 temp_conv.fill( 5000 );
487 data.read( "temp_conv", temp_conv );
488
489 frostbite_timer.fill( 0 );
490 data.read( "frostbite_timer", frostbite_timer );
491
492 body_wetness.fill( 0 );
493 data.read( "body_wetness", body_wetness );
494
495 //energy
496 data.read( "stim", stim );
497 data.read( "stamina", stamina );
498
499 data.read( "damage_bandaged", damage_bandaged );
500 data.read( "damage_disinfected", damage_disinfected );
501 data.read( "magic", magic );
502 JsonArray parray;
503
504 data.read( "underwater", underwater );
505
506 data.read( "traits", my_traits );
507 for( auto it = my_traits.begin(); it != my_traits.end(); ) {
508 const auto &tid = *it;
509 if( tid.is_valid() ) {
510 ++it;
511 } else {
512 debugmsg( "character %s has invalid trait %s, it will be ignored", name, tid.c_str() );
513 my_traits.erase( it++ );
514 }
515 }
516
517 data.read( "mutations", my_mutations );
518 for( auto it = my_mutations.begin(); it != my_mutations.end(); ) {
519 const trait_id &mid = it->first;
520 if( mid.is_valid() ) {
521 on_mutation_gain( mid );
522 cached_mutations.push_back( &mid.obj() );
523 ++it;
524 } else {
525 debugmsg( "character %s has invalid mutation %s, it will be ignored", name, mid.c_str() );
526 it = my_mutations.erase( it );
527 }
528 }
530
531 data.read( "my_bionics", *my_bionics );
532
533 for( auto &w : worn ) {
534 w.on_takeoff( *this );
535 }
536 worn.clear();
537 data.read( "worn", worn );
538 for( auto &w : worn ) {
539 on_item_wear( w );
540 }
541
542 if( data.has_array( "hp_cur" ) ) {
543 set_anatomy( anatomy_id( "human_anatomy" ) );
544 set_body();
545 std::array<int, 6> hp_cur;
546 data.read( "hp_cur", hp_cur );
547 std::array<int, 6> hp_max;
548 data.read( "hp_max", hp_max );
549 set_part_hp_max( bodypart_id( "head" ), hp_max[0] );
550 set_part_hp_cur( bodypart_id( "head" ), hp_cur[0] );
551
552 set_part_hp_max( bodypart_id( "torso" ), hp_max[1] );
553 set_part_hp_cur( bodypart_id( "torso" ), hp_cur[1] );
554
555 set_part_hp_max( bodypart_id( "arm_l" ), hp_max[2] );
556 set_part_hp_cur( bodypart_id( "arm_l" ), hp_cur[2] );
557
558 set_part_hp_max( bodypart_id( "arm_r" ), hp_max[3] );
559 set_part_hp_cur( bodypart_id( "arm_r" ), hp_cur[3] );
560
561 set_part_hp_max( bodypart_id( "leg_l" ), hp_max[4] );
562 set_part_hp_cur( bodypart_id( "leg_l" ), hp_cur[4] );
563
564 set_part_hp_max( bodypart_id( "leg_r" ), hp_max[5] );
565 set_part_hp_cur( bodypart_id( "leg_r" ), hp_cur[5] );
566 }
567
568
569 inv.clear();
570 if( data.has_member( "inv" ) ) {
571 JsonIn *invin = data.get_raw( "inv" );
572 inv.json_load_items( *invin );
573 }
574
576 data.read( "weapon", weapon );
577
578 data.read( "move_mode", move_mode );
579
580 if( has_effect( effect_riding ) ) {
581 int temp_id;
582 if( data.read( "mounted_creature", temp_id ) ) {
583 mounted_creature_id = temp_id;
584 mounted_creature = g->critter_tracker->from_temporary_id( temp_id );
585 } else {
586 mounted_creature = nullptr;
587 }
588 }
589
590 morale->load( data );
591 // Have to go through effects again, in case an effect gained a morale bonus
592 for( const auto &elem : *effects ) {
593 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
594 const effect &e = _effect_it.second;
596 }
597 }
598
599 _skills->clear();
600 for( const JsonMember member : data.get_object( "skills" ) ) {
601 member.read( ( *_skills )[skill_id( member.name() )] );
602 }
603
604 data.read( "learned_recipes", *learned_recipes );
605 autolearn_skills_stamp->clear(); // Invalidates the cache
606
607 on_stat_change( "thirst", thirst );
608 on_stat_change( "stored_calories", stored_calories );
609 on_stat_change( "fatigue", fatigue );
610 on_stat_change( "sleep_deprivation", sleep_deprivation );
611 on_stat_change( "pkill", pkill );
612 on_stat_change( "perceived_pain", get_perceived_pain() );
615
616 assign( data, "power_level", power_level, false, 0_kJ );
617 assign( data, "max_power_level", max_power_level, false, 0_kJ );
618
619 // Bionic power should not be negative!
620 if( power_level < 0_J ) {
621 power_level = 0_J;
622 }
623
624 JsonArray overmap_time_array = data.get_array( "overmap_time" );
625 overmap_time.clear();
626 while( overmap_time_array.has_more() ) {
627 point_abs_omt pt;
628 overmap_time_array.read_next( pt );
629 time_duration tdr = 0_turns;
630 overmap_time_array.read_next( tdr );
631 overmap_time[pt] = tdr;
632 }
633 data.read( "stomach", stomach );
634 data.read( "automoveroute", auto_move_route );
635
636 known_traps.clear();
637 for( JsonObject pmap : data.get_array( "known_traps" ) ) {
638 pmap.allow_omitted_members();
639 const tripoint p( pmap.get_int( "x" ), pmap.get_int( "y" ), pmap.get_int( "z" ) );
640 const std::string t = pmap.get_string( "trap" );
641 known_traps.insert( trap_map::value_type( p, t ) );
642 }
643}
bool assign(const JsonObject &jo, const std::string &name, T &val, bool strict=false, T lo=std::numeric_limits< T >::lowest(), T hi=std::numeric_limits< T >::max())
Definition: assign.h:59
void on_stat_change(const std::string &stat, int value) override
Called when a stat is changed.
Definition: character.cpp:9911
std::map< vitamin_id, int > vitamin_levels
Current deficiency/excess quantity for each vitamin.
Definition: character.h:2130
int activity_vehicle_part_index
Definition: character.h:1560
void on_effect_int_change(const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
Called when effect intensity has been changed.
Definition: character.cpp:9882
int oxygen
Definition: character.h:1530
void on_item_wear(const item &it)
Called when an item is worn.
Definition: character.cpp:9854
void recalculate_size()
Recalculate size class of character.
Definition: mutation.cpp:246
int mounted_creature_id
Definition: character.h:1558
void set_body()
Definition: creature.cpp:1532
void set_part_hp_max(const bodypart_id &id, int set)
Definition: creature.cpp:1580
void load(const JsonObject &jsin)
bool has_more() const
Definition: json.cpp:484
bool read_next(T &t)
Definition: json.h:1113
Definition: json.h:177
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
bool has_member(const std::string &name) const
Definition: json.cpp:181
JsonIn * get_raw(const std::string &name) const
Definition: json.cpp:241
int get_int(const std::string &name) const
Definition: json.cpp:282
bool has_array(const std::string &name) const
Definition: json.cpp:415
void allow_omitted_members() const
Definition: json.cpp:150
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void json_load_items(JsonIn &jsin)
void clear()
Definition: inventory.cpp:238
This is a wrapper for implementing the pointer-to-implementation technique, see for example http://en...
Definition: pimpl.h:35
const char * c_str() const
Interface to the plain C-string of the id.
Definition: string_id.h:247
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
std::string member
Definition: mapgen.cpp:407
static const efftype_id effect_riding("riding")
static void save_requirement(const requirement_data &req, const requirement_id &id=requirement_id::NULL_ID())
Store requirement data for future lookup.

References _skills, activity, activity_vehicle_part_index, vitamin::all(), JsonObject::allow_omitted_members(), assign(), auto_move_route, autolearn_skills_stamp, backlog, body_wetness, string_id< T >::c_str(), cached_mutations, clamp(), inventory::clear(), consumption_history, custom_profession, damage_bandaged, damage_disinfected, debugmsg, destination_activity, dex_bonus, dex_cur, dex_max, effect_riding, Creature::effects, fatigue, frostbite_timer, g, profession::generic(), JsonObject::get_array(), effect::get_bp(), effect::get_id(), JsonObject::get_int(), effect::get_intensity(), JsonObject::get_object(), Creature::get_perceived_pain(), JsonObject::get_raw(), JsonObject::has_array(), Creature::has_effect(), JsonObject::has_member(), JsonArray::has_more(), healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, inv, string_id< T >::is_valid(), inventory::json_load_items(), known_traps, learned_recipes, Creature::load(), magic, martial_arts_data, matype_id, max_power_level, mapgen_defer::member, morale, mounted_creature, mounted_creature_id, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, on_effect_int_change(), on_item_wear(), on_mutation_gain(), on_stat_change(), overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, JsonObject::read(), JsonArray::read_next(), recalc_sight_limits(), recalculate_size(), reset_encumbrance(), requirement_data::save_requirement(), Creature::set_anatomy(), Creature::set_body(), Creature::set_part_hp_cur(), Creature::set_part_hp_max(), skill_id, sleep_deprivation, stamina, calendar::start_of_cataclysm, stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, type_of_scent, Creature::underwater, vitamin_levels, weapon, worn, tripoint::x, tripoint::y, and tripoint::z.

Referenced by monster::deserialize(), avatar::deserialize(), npc::deserialize(), and player::load().

◆ mabuff_armor_bonus()

int Character::mabuff_armor_bonus ( damage_type  type) const

Returns the armor bonus against given type from martial arts buffs.

Definition at line 1130 of file martialarts.cpp.

1131{
1132 int ret = 0;
1133 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1134 ret += d.get_intensity() * b.armor_bonus( *this, type );
1135 } );
1136 return ret;
1137}
static void accumulate_ma_buff_effects(const C &container, F f)

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by passive_absorb_hit().

◆ mabuff_arpen_bonus()

int Character::mabuff_arpen_bonus ( damage_type  type) const

Returns the arpen bonus from martial arts buffs.

Definition at line 1122 of file martialarts.cpp.

1123{
1124 int ret = 0;
1125 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1126 ret += d.get_intensity() * b.arpen_bonus( *this, type );
1127 } );
1128 return ret;
1129}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_attack_cost_mult()

float Character::mabuff_attack_cost_mult ( ) const

Returns the multiplier on move cost of attacks.

Definition at line 1164 of file martialarts.cpp.

1165{
1166 float ret = 1.0f;
1167 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1168 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1169 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1170 ret *= d.get_intensity() * ( b.bonuses.get_mult( *this,
1171 affected_stat::MOVE_COST ) - 1 ) + 1;
1172 } );
1173 return ret;
1174}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_attack_cost_penalty()

int Character::mabuff_attack_cost_penalty ( ) const

Returns the flat penalty to move cost of attacks.

If negative, that's a bonus. Applied after multiplier.

Definition at line 1156 of file martialarts.cpp.

1157{
1158 int ret = 0;
1159 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1160 ret += d.get_intensity() * b.bonuses.get_flat( *this, affected_stat::MOVE_COST );
1161 } );
1162 return ret;
1163}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_block_bonus()

int Character::mabuff_block_bonus ( ) const

Returns the block bonus from martial arts buffs.

Definition at line 1106 of file martialarts.cpp.

1107{
1108 int ret = 0;
1109 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1110 ret += d.get_intensity() * b.block_bonus( *this );
1111 } );
1112 return ret;
1113}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by block_hit().

◆ mabuff_damage_bonus()

int Character::mabuff_damage_bonus ( damage_type  type) const

Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.

Definition at line 1148 of file martialarts.cpp.

1149{
1150 int ret = 0;
1151 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1152 ret += d.get_intensity() * b.damage_bonus( *this, type );
1153 } );
1154 return ret;
1155}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_damage_mult()

float Character::mabuff_damage_mult ( damage_type  type) const

Returns the damage multiplier to given type from martial arts buffs.

Definition at line 1138 of file martialarts.cpp.

1139{
1140 float ret = 1.f;
1141 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1142 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1143 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1144 ret *= d.get_intensity() * ( b.damage_mult( *this, type ) - 1 ) + 1;
1145 } );
1146 return ret;
1147}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_dodge_bonus()

float Character::mabuff_dodge_bonus ( ) const

Returns the dodge bonus from martial arts buffs.

Definition at line 1098 of file martialarts.cpp.

1099{
1100 float ret = 0;
1101 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1102 ret += d.get_intensity() * b.dodge_bonus( *this );
1103 } );
1104 return ret;
1105}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by player::reset_stats().

◆ mabuff_speed_bonus()

int Character::mabuff_speed_bonus ( ) const

Returns the speed bonus from martial arts buffs.

Definition at line 1114 of file martialarts.cpp.

1115{
1116 int ret = 0;
1117 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1118 ret += d.get_intensity() * b.speed_bonus( *this );
1119 } );
1120 return ret;
1121}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by player::recalc_speed_bonus().

◆ mabuff_tohit_bonus()

float Character::mabuff_tohit_bonus ( ) const

Returns the to hit bonus from martial arts buffs.

Definition at line 1090 of file martialarts.cpp.

1091{
1092 float ret = 0;
1093 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & ) {
1094 ret += b.hit_bonus( *this );
1095 } );
1096 return ret;
1097}

References accumulate_ma_buff_effects(), b, Creature::effects, and cata::hash64_detail::ret.

Referenced by get_melee_hit_base().

◆ made_of()

bool Character::made_of ( const material_id m) const
overridevirtual

Implements Creature.

Definition at line 6313 of file character.cpp.

6314{
6315 // TODO: check for mutations that change this.
6316 return std::find( fleshy.begin(), fleshy.end(), m ) != fleshy.end();
6317}
static const std::vector< material_id > fleshy
Definition: character.h:768

References detail::find(), and fleshy.

◆ made_of_any()

bool Character::made_of_any ( const std::set< material_id > &  ms) const
overridevirtual

Implements Creature.

Definition at line 6318 of file character.cpp.

6319{
6320 // TODO: check for mutations that change this.
6321 return std::any_of( fleshy.begin(), fleshy.end(), [&ms]( const material_id & e ) {
6322 return ms.count( e );
6323 } );
6324}
constexpr scale ms
Definition: coordinates.h:30

References fleshy, and coords::ms.

◆ max_stored_kcal()

◆ meets_requirements()

bool Character::meets_requirements ( const item it,
const item context = item() 
) const

Checks whether the character meets overall requirements to be able to use the item.

Definition at line 3464 of file character.cpp.

3465{
3466 const auto &ctx = !context.is_null() ? context : it;
3468}
bool meets_stat_requirements(const item &it) const
Checks whether the character's stats meets the stats required by the item.
Definition: character.cpp:3456

References item::is_null(), meets_skill_requirements(), meets_stat_requirements(), itype::min_skills, and item::type.

Referenced by can_use(), gunmod_inventory_preset::get_denial(), and item::gun_range().

◆ meets_skill_requirements() [1/2]

bool Character::meets_skill_requirements ( const construction con) const

Checks whether the character's skills meet the required.

Definition at line 3448 of file character.cpp.

3449{
3450 return std::all_of( con.required_skills.begin(), con.required_skills.end(),
3451 [&]( const std::pair<skill_id, int> &pr ) {
3452 return get_skill_level( pr.first ) >= pr.second;
3453 } );
3454}
std::map< skill_id, int > required_skills
Skill->skill level mapping.
Definition: construction.h:72

References construction::required_skills.

◆ meets_skill_requirements() [2/2]

bool Character::meets_skill_requirements ( const std::map< skill_id, int > &  req,
const item context = item() 
) const

Checks whether the character's skills meet the required.

Definition at line 3442 of file character.cpp.

3444{
3445 return _skills->meets_skill_requirements( req, context );
3446}

References _skills.

Referenced by activity_handlers::build_do_turn(), can_learn_by_disassembly(), find_base_construction(), get_learned_recipes(), meets_requirements(), and player_can_build().

◆ meets_stat_requirements()

bool Character::meets_stat_requirements ( const item it) const

Checks whether the character's stats meets the stats required by the item.

Definition at line 3456 of file character.cpp.

3457{
3458 return ( it.has_flag( flag_STR_DRAW ) || get_str() >= it.get_min_str() ) &&
3459 get_dex() >= it.type->min_dex &&
3460 get_int() >= it.type->min_int &&
3461 get_per() >= it.type->min_per;
3462}
static const std::string flag_STR_DRAW("STR_DRAW")

References flag_STR_DRAW(), get_dex(), get_int(), item::get_min_str(), get_per(), get_str(), item::has_flag(), itype::min_dex, itype::min_int, itype::min_per, and item::type.

Referenced by meets_requirements().

◆ melee_attack() [1/2]

void Character::melee_attack ( Creature t,
bool  allow_special 
)

Calls the to other melee_attack function with an empty technique id (meaning no specific technique should be used).

Definition at line 382 of file melee.cpp.

383{
384 static const matec_id no_technique_id( "" );
385 melee_attack( t, allow_special, no_technique_id );
386}

References melee_attack().

◆ melee_attack() [2/2]

void Character::melee_attack ( Creature t,
bool  allow_special,
const matec_id force_technique,
bool  allow_unarmed = true 
)

Sets up a melee attack and handles melee attack function calls.

Parameters
tCreature to attack
allow_specialwhether non-forced martial art technique or mutation attack should be possible with this attack.
force_techniquespecial technique to use in attack.
allow_unarmedalways uses the wielded weapon regardless of martialarts style
Melee reduces stamina cost of melee attacks

Definition at line 390 of file melee.cpp.

392{
394 int hit_spread = t.deal_melee_attack( this, hit_roll() );
395 if( !t.is_player() ) {
396 // TODO: Per-NPC tracking? Right now monster hit by either npc or player will draw aggro...
397 t.add_effect( effect_hit_by_player, 10_minutes ); // Flag as attacked by us for AI
398 }
399 if( is_mounted() ) {
400 auto mons = mounted_creature.get();
401 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
402 if( !mons->check_mech_powered() ) {
403 add_msg( m_bad, _( "The %s has dead batteries and will not move its arms." ),
404 mons->get_name() );
405 return;
406 }
407 if( mons->type->has_special_attack( "SMASH" ) && one_in( 3 ) ) {
408 add_msg( m_info, _( "The %s hisses as its hydraulic arm pumps forward!" ),
409 mons->get_name() );
410 mattack::smash_specific( mons, &t );
411 } else {
412 mons->use_mech_power( -2 );
413 mons->melee_attack( t );
414 }
415 mod_moves( -mons->type->attack_cost );
416 return;
417 }
418 }
419 item &cur_weapon = allow_unarmed ? used_weapon() : weapon;
420
421 if( cur_weapon.attack_cost() > attack_cost( cur_weapon ) * 20 ) {
422 add_msg( m_bad, _( "This weapon is too unwieldy to attack with!" ) );
423 return;
424 }
425
426 int move_cost = attack_cost( cur_weapon );
427
428 if( hit_spread < 0 ) {
429 int stumble_pen = stumble( *this, cur_weapon );
430 sfx::generate_melee_sound( pos(), t.pos(), false, false );
431 if( is_player() ) { // Only display messages if this is the player
432
433 if( one_in( 2 ) ) {
434 const std::string reason_for_miss = get_miss_reason();
435 if( !reason_for_miss.empty() ) {
436 add_msg( reason_for_miss );
437 }
438 }
439
440 if( can_miss_recovery( cur_weapon ) ) {
441 ma_technique tec = martial_arts_data->get_miss_recovery_tec( cur_weapon );
442 add_msg( _( tec.avatar_message ), t.disp_name() );
443 } else if( stumble_pen >= 60 ) {
444 add_msg( m_bad, _( "You miss and stumble with the momentum." ) );
445 } else if( stumble_pen >= 10 ) {
446 add_msg( _( "You swing wildly and miss." ) );
447 } else {
448 add_msg( _( "You miss." ) );
449 }
450 } else if( g->u.sees( *this ) ) {
451 if( stumble_pen >= 60 ) {
452 add_msg( _( "%s misses and stumbles with the momentum." ), name );
453 } else if( stumble_pen >= 10 ) {
454 add_msg( _( "%s swings wildly and misses." ), name );
455 } else {
456 add_msg( _( "%s misses." ), name );
457 }
458 }
459
460 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
461 if( !has_active_bionic( bio_cqb ) ) {
462 melee_train( *this, 2, 5, cur_weapon );
463 }
464
465 // Cap stumble penalty, heavy weapons are quite weak already
466 move_cost += std::min( 60, stumble_pen );
467 if( martial_arts_data->has_miss_recovery_tec( cur_weapon ) ) {
468 move_cost /= 2;
469 }
470
471 // trigger martial arts on-miss effects
472 martial_arts_data->ma_onmiss_effects( *this );
473 } else {
475 // Remember if we see the monster at start - it may change
476 const bool seen = g->u.sees( t );
477 // Start of attacks.
478 const bool critical_hit = scored_crit( t.dodge_roll(), cur_weapon );
479 if( critical_hit ) {
481 }
483 roll_all_damage( critical_hit, d, false, cur_weapon );
484
485 const bool has_force_technique = !force_technique.str().empty();
486
487 // Pick one or more special attacks
488 matec_id technique_id;
489 if( allow_special && !has_force_technique ) {
490 technique_id = pick_technique( t, cur_weapon, critical_hit, false, false );
491 } else if( has_force_technique ) {
492 technique_id = force_technique;
493 } else {
494 technique_id = tec_none;
495 }
496
497 // if you have two broken arms you aren't doing any martial arts
498 // and your hits are not going to hurt very much
499 if( get_working_arm_count() < 1 ) {
500 technique_id = tec_none;
501 d.mult_damage( 0.1 );
502 }
503 // polearms and pikes (but not spears) do less damage to adjacent targets
504 if( cur_weapon.reach_range( *this ) > 1 && !reach_attacking &&
505 cur_weapon.has_flag( "POLEARM" ) ) {
506 d.mult_damage( 0.7 );
507 }
508
509 const ma_technique &technique = technique_id.obj();
510
511 // Handles effects as well; not done in melee_affect_*
512 if( technique.id != tec_none ) {
513 perform_technique( technique, t, d, move_cost );
514 }
515
516 // Proceed with melee attack.
517 if( !t.is_dead_state() ) {
518 // Handles speed penalties to monster & us, etc
519 std::string specialmsg = melee_special_effects( t, d, cur_weapon );
520
521 // gets overwritten with the dealt damage values
522 dealt_damage_instance dealt_dam;
523 dealt_damage_instance dealt_special_dam;
524 if( allow_special ) {
525 perform_special_attacks( t, dealt_special_dam );
526 }
527 t.deal_melee_hit( this, hit_spread, critical_hit, d, dealt_dam );
528 if( dealt_special_dam.type_damage( DT_CUT ) > 0 ||
529 dealt_special_dam.type_damage( DT_STAB ) > 0 ||
530 ( cur_weapon.is_null() && ( dealt_dam.type_damage( DT_CUT ) > 0 ||
531 dealt_dam.type_damage( DT_STAB ) > 0 ) ) ) {
532 if( has_trait( trait_POISONOUS ) ) {
533 add_msg_if_player( m_good, _( "You poison %s!" ), t.disp_name() );
534 t.add_effect( effect_poison, 6_turns );
535 } else if( has_trait( trait_POISONOUS2 ) ) {
536 add_msg_if_player( m_good, _( "You inject your venom into %s!" ),
537 t.disp_name() );
538 t.add_effect( effect_badpoison, 6_turns );
539 }
540 }
541
542 // Make a rather quiet sound, to alert any nearby monsters
543 if( !is_quiet() ) { // check martial arts silence
544 //sound generated later
545 sounds::sound( pos(), 8, sounds::sound_t::combat, "whack!" );
546 }
547 std::string material = "flesh";
548 if( t.is_monster() ) {
549 const monster *m = dynamic_cast<const monster *>( &t );
550 if( m->made_of( material_id( "steel" ) ) ) {
551 material = "steel";
552 }
553 }
554 sfx::generate_melee_sound( pos(), t.pos(), true, t.is_monster(), material );
555 int dam = dealt_dam.total_damage();
557
558 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
559 if( !has_active_bionic( bio_cqb ) ) {
560 melee_train( *this, 5, 10, cur_weapon );
561 }
562
563 if( dam >= 5 && has_artifact_with( AEP_SAP_LIFE ) ) {
564 healall( rng( dam / 10, dam / 5 ) );
565 }
566
567 // Treat monster as seen if we see it before or after the attack
568 if( seen || g->u.sees( t ) ) {
569 std::string message = melee_message( technique, *this, dealt_dam );
570 player_hit_message( this, message, t, dam, critical_hit );
571 } else {
572 add_msg_player_or_npc( m_good, _( "You hit something." ),
573 _( "<npcname> hits something." ) );
574 }
575
576 if( !specialmsg.empty() ) {
577 add_msg_if_player( m_neutral, specialmsg );
578 }
579
580 if( critical_hit ) {
581 // trigger martial arts on-crit effects
582 martial_arts_data->ma_oncrit_effects( *this );
583 }
584
585 }
586
588 did_hit( t );
589
590 if( t.is_dead_state() ) {
591 // trigger martial arts on-kill effects
592 martial_arts_data->ma_onkill_effects( *this );
593 }
594 }
595
596 const int melee = get_skill_level( skill_melee );
597
598 // Previously calculated as 2_gram * std::max( 1, str_cur )
599 // using 16_gram normalizes it to 8 str. Same effort expenditure
600 // for each strike, regardless of weight. This is compensated
601 // for by the additional move cost as weapon weight increases
602 const int weight_cost = cur_weapon.weight() / ( 16_gram );
603 const int encumbrance_cost = roll_remainder( ( encumb( bp_arm_l ) + encumb( bp_arm_r ) ) *
604 2.0f );
605 const int deft_bonus = hit_spread < 0 && has_trait( trait_DEFT ) ? 50 : 0;
606 const float skill_cost = std::max( 0.667f, static_cast<float>( ( 30.0f - melee ) / 30.0f ) );
607 /** @EFFECT_MELEE reduces stamina cost of melee attacks */
608 const int mod_sta = ( weight_cost + encumbrance_cost - deft_bonus + 50 ) * -1 * skill_cost;
609 mod_stamina( std::min( -50, mod_sta ) );
610 add_msg( m_debug, "Stamina burn: %d", std::min( -50, mod_sta ) );
612 // trigger martial arts on-attack effects
613 martial_arts_data->ma_onattack_effects( *this );
614 // some things (shattering weapons) can harm the attacking creature.
616 if( t.as_character() ) {
618 t.as_character()->on_hit( this, bodypart_id( "num_bp" ), 0.0f, &dp );
619 }
620 return;
621}
int attack_cost(const item &weap) const
Returns cost (in moves) of attacking with given item (no modifiers, like stuck)
Definition: melee.cpp:2216
void on_hit(Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
This creature just got hit by an attack - possibly special/ranged attack - from source.
Definition: character.cpp:8397
bool can_miss_recovery(const item &weap) const
Returns true if the player is able to use a miss recovery technique.
std::string melee_special_effects(Creature &t, damage_instance &d, item &weap)
Handles combat effects, returns a string of any valid combat effect messages.
Definition: melee.cpp:1815
void perform_special_attacks(Creature &t, dealt_damage_instance &dealt_dam)
Performs special attacks and their effects (poisonous, stinger, etc.)
Definition: melee.cpp:1788
float hit_roll() const override
Returns the player's basic hit roll that is compared to the target's dodge roll.
Definition: melee.cpp:297
bool scored_crit(float target_dodge, const item &weap) const
Returns true if the player scores a critical hit.
Definition: melee.cpp:729
bool reach_attacking
Definition: character.h:602
void did_hit(Creature &target)
Definition: character.cpp:8392
void perform_technique(const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
Definition: melee.cpp:1367
std::string get_miss_reason()
Returns an explanation for why the player would miss a melee attack.
Definition: melee.cpp:329
void roll_all_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds all 3 types of physical damage to instance.
Definition: melee.cpp:351
bool is_quiet() const
Returns true if the player has quiet melee attacks.
virtual bool is_monster() const
Definition: creature.h:101
virtual Character * as_character()
Definition: creature.h:116
virtual int deal_melee_attack(Creature *source, int hitroll)
Definition: creature.cpp:502
virtual float dodge_roll()=0
virtual void deal_melee_hit(Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
Definition: creature.cpp:521
int reach_range(const Character &guy) const
Max range of melee attack this weapon can be used for.
Definition: item.cpp:5184
matec_id id
Definition: martialarts.h:70
std::string avatar_message
Definition: martialarts.h:85
bool made_of(const material_id &m) const override
Definition: monster.cpp:978
@ AEP_SAP_LIFE
Definition: enums.h:119
void player_hit_message(Character *attacker, const std::string &message, Creature &t, int dam, bool crit=false)
Definition: melee.cpp:2154
static const efftype_id effect_badpoison("badpoison")
std::string melee_message(const ma_technique &tec, Character &p, const dealt_damage_instance &ddi)
Definition: melee.cpp:2036
static const efftype_id effect_hit_by_player("hit_by_player")
int stumble(Character &u, const item &weap)
Definition: melee.cpp:713
static const trait_id trait_POISONOUS("POISONOUS")
static void melee_train(Character &p, int lo, int hi, const item &weap)
Definition: melee.cpp:359
static const trait_id trait_DEFT("DEFT")
static const efftype_id effect_poison("poison")
static const trait_id trait_POISONOUS2("POISONOUS2")
void smash_specific(monster *z, Creature *target)
Definition: monattack.cpp:1100
void generate_melee_sound(const tripoint &source, const tripoint &target, bool hit, bool targ_mon=false, const std::string &material="flesh")
Definition: sounds.cpp:1607
int actual_crit_count
Definition: melee.h:13

References _, melee_statistic_data::actual_crit_count, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SAP_LIFE, Creature::as_character(), item::attack_cost(), attack_cost(), melee_statistic_data::attack_count, ma_technique::avatar_message, bio_cqb, bp_arm_l, bp_arm_r, can_miss_recovery(), Creature::check_dead_state(), sounds::combat, melee_statistic_data::damage_amount, Creature::deal_melee_attack(), Creature::deal_melee_hit(), did_hit(), Creature::disp_name(), Creature::dodge_roll(), DT_CUT, DT_STAB, effect_badpoison, effect_hit_by_player, effect_poison, encumb(), g, sfx::generate_melee_sound(), get_miss_reason(), get_skill_level(), get_working_arm_count(), has_active_bionic(), has_artifact_with(), item::has_flag(), has_trait(), healall(), melee_statistic_data::hit_count, hit_roll(), ma_technique::id, Creature::is_dead_state(), Creature::is_monster(), is_mounted(), item::is_null(), Creature::is_player(), is_quiet(), m_bad, m_debug, m_good, m_info, m_neutral, monster::made_of(), martial_arts_data, melee_message(), melee_special_effects(), melee::melee_stats, melee_train(), mapgen_defer::message, MF_RIDEABLE_MECH, Creature::mod_moves(), mod_stamina(), mounted_creature, move_cost(), damage_instance::mult_damage(), name, string_id< T >::obj(), on_hit(), one_in(), perform_special_attacks(), perform_technique(), pick_technique(), player_hit_message(), Creature::pos(), pos(), reach_attacking, item::reach_range(), rng(), roll_all_damage(), roll_remainder(), scored_crit(), skill_melee, mattack::smash_specific(), sounds::sound(), string_id< T >::str(), stumble(), tec_none, dealt_damage_instance::total_damage(), trait_DEFT, trait_POISONOUS, trait_POISONOUS2, dealt_damage_instance::type_damage(), used_weapon(), weapon, and item::weight().

Referenced by block_hit(), npc::execute_action(), melee_attack(), monexamine::mfriend_menu(), avatar_action::move(), npc::move_to(), game::npc_menu(), player::on_dodge(), perform_technique(), monexamine::pet_menu(), and player::reach_attack().

◆ melee_special_effects()

std::string Character::melee_special_effects ( Creature t,
damage_instance d,
item weap 
)

Handles combat effects, returns a string of any valid combat effect messages.

Strength increases chance of breaking glass weapons (NEGATIVE)

Definition at line 1815 of file melee.cpp.

1816{
1817 std::string dump;
1818
1819 std::string target = t.disp_name();
1820
1821 if( has_active_bionic( bionic_id( "bio_shock" ) ) && get_power_level() >= 2_kJ &&
1822 ( !is_armed() || weapon.conductive() ) ) {
1823 mod_power_level( -2_kJ );
1824 d.add_damage( DT_ELECTRIC, rng( 2, 10 ) );
1825
1826 if( is_player() ) {
1827 dump += string_format( _( "You shock %s." ), target ) + "\n";
1828 } else {
1829 add_msg_if_npc( _( "<npcname> shocks %s." ), target );
1830 }
1831 }
1832
1833 if( has_active_bionic( bionic_id( "bio_heat_absorb" ) ) && !is_armed() && t.is_warm() ) {
1834 mod_power_level( 3_kJ );
1835 d.add_damage( DT_COLD, 3 );
1836 if( is_player() ) {
1837 dump += string_format( _( "You drain %s's body heat." ), target ) + "\n";
1838 } else {
1839 add_msg_if_npc( _( "<npcname> drains %s's body heat!" ), target );
1840 }
1841 }
1842
1843 if( weapon.has_flag( "FLAMING" ) ) {
1844 d.add_damage( DT_HEAT, rng( 1, 8 ) );
1845
1846 if( is_player() ) {
1847 dump += string_format( _( "You burn %s." ), target ) + "\n";
1848 } else {
1849 add_msg_player_or_npc( _( "<npcname> burns %s." ), target );
1850 }
1851 }
1852
1853 //Hurting the wielder from poorly-chosen weapons
1854 if( weap.has_flag( "HURT_WHEN_WIELDED" ) && x_in_y( 2, 3 ) ) {
1855 add_msg_if_player( m_bad, _( "The %s cuts your hand!" ), weap.tname() );
1856 deal_damage( nullptr, bodypart_id( "hand_r" ), damage_instance::physical( 0,
1857 weap.damage_melee( DT_CUT ), 0 ) );
1858 if( weap.is_two_handed( *this ) ) { // Hurt left hand too, if it was big
1859 deal_damage( nullptr, bodypart_id( "hand_l" ), damage_instance::physical( 0,
1860 weap.damage_melee( DT_CUT ), 0 ) );
1861 }
1862 }
1863
1864 const int vol = weap.volume() / 250_ml;
1865 // Glass weapons shatter sometimes
1866 if( weap.made_of( material_id( "glass" ) ) &&
1867 /** @EFFECT_STR increases chance of breaking glass weapons (NEGATIVE) */
1868 rng( 0, vol + 8 ) < vol + str_cur ) {
1869 if( is_player() ) {
1870 dump += string_format( _( "Your %s shatters!" ), weap.tname() ) + "\n";
1871 } else {
1872 add_msg_player_or_npc( m_bad, _( "Your %s shatters!" ),
1873 _( "<npcname>'s %s shatters!" ),
1874 weap.tname() );
1875 }
1876
1877 sounds::sound( pos(), 16, sounds::sound_t::combat, "Crack!", true, "smash_success",
1878 "smash_glass_contents" );
1879 // Dump its contents on the ground
1880 weap.contents.spill_contents( pos() );
1881 // Take damage
1882 deal_damage( nullptr, bodypart_id( "arm_r" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1883 0 ) );
1884 if( weap.is_two_handed( *this ) ) { // Hurt left arm too, if it was big
1885 //redeclare shatter_dam because deal_damage mutates it
1886 deal_damage( nullptr, bodypart_id( "arm_l" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1887 0 ) );
1888 }
1889 d.add_damage( DT_CUT, rng( 0, 5 + static_cast<int>( vol * 1.5 ) ) ); // Hurt the monster extra
1890 remove_weapon();
1891 }
1892
1893 if( !t.is_hallucination() ) {
1894 handle_melee_wear( weap );
1895 }
1896
1897 // on-hit effects for martial arts
1898 martial_arts_data->ma_onhit_effects( *this );
1899
1900 return dump;
1901}
item remove_weapon()
Definition: character.cpp:2568
virtual bool is_warm() const
Definition: creature.cpp:960
int damage_melee(damage_type dt) const
Damage of given type caused when this item is used as melee weapon.
Definition: item.cpp:5121

References _, damage_instance::add_damage(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bionic_id, sounds::combat, item::conductive(), item::contents, item::damage_melee(), deal_damage(), Creature::disp_name(), DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, get_power_level(), handle_melee_wear(), has_active_bionic(), item::has_flag(), is_armed(), Creature::is_hallucination(), Creature::is_player(), item::is_two_handed(), Creature::is_warm(), m_bad, item::made_of(), martial_arts_data, mod_power_level(), damage_instance::physical(), pos(), remove_weapon(), rng(), sounds::sound(), item_contents::spill_contents(), str_cur, string_format(), item::tname(), item::volume(), weapon, and x_in_y().

Referenced by melee_attack().

◆ mend()

void Character::mend ( int  rate_multiplier)

Handles the chance for broken limbs to spontaneously heal to 1 HP.

Definition at line 1605 of file suffer.cpp.

1606{
1607 // Wearing splints can slowly mend a broken limb back to 1 hp.
1608 bool any_broken = false;
1609 for( const bodypart_id &bp : get_all_body_parts() ) {
1610 if( is_limb_broken( bp ) ) {
1611 any_broken = true;
1612 break;
1613 }
1614 }
1615
1616 if( !any_broken ) {
1617 return;
1618 }
1619
1620 double healing_factor = 1.0;
1621 // Studies have shown that alcohol and tobacco use delay fracture healing time
1622 // Being under effect is 50% slowdown
1623 // Being addicted but not under effect scales from 25% slowdown to 75% slowdown
1624 // The improvement from being intoxicated over withdrawal is intended
1625 if( has_effect( effect_cig ) ) {
1626 healing_factor *= 0.5;
1627 } else {
1628 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::CIG ) );
1629 }
1630
1631 if( has_effect( effect_drunk ) ) {
1632 healing_factor *= 0.5;
1633 } else {
1634 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::ALCOHOL ) );
1635 }
1636
1637 if( get_rad() > 0 && !has_trait( trait_RADIOGENIC ) ) {
1638 healing_factor *= clamp( ( 1000.0f - get_rad() ) / 1000.0f, 0.0f, 1.0f );
1639 }
1640
1641 // Bed rest speeds up mending
1642 if( has_effect( effect_sleep ) ) {
1643 healing_factor *= 4.0;
1644 } else if( get_fatigue() > fatigue_levels::dead_tired ) {
1645 // but being dead tired does not...
1646 healing_factor *= 0.75;
1647 } else {
1648 // If not dead tired, resting without sleep also helps
1649 healing_factor *= 1.0f + rest_quality();
1650 }
1651
1652 // Being healthy helps.
1653 healing_factor *= 1.0f + get_healthy() / 200.0f;
1654
1655 // Very hungry starts lowering the chance
1656 // square rooting the value makes the numbers drop off faster when below 1
1657 healing_factor *= std::sqrt( static_cast<float>( get_stored_kcal() ) / static_cast<float>
1658 ( max_stored_kcal() ) );
1659 // Similar for thirst - starts at very thirsty, drops to 0 at parched
1660 healing_factor *= 1.0f - clamp( 1.0f * ( get_thirst() - thirst_levels::very_thirsty ) /
1661 +thirst_levels::parched, 0.0f, 1.0f );
1662
1663 // Mutagenic healing factor!
1664 bool needs_splint = true;
1665
1666 healing_factor *= mutation_value( "mending_modifier" );
1667
1668 if( has_trait( trait_REGEN_LIZ ) ) {
1669 needs_splint = false;
1670 }
1671
1672 add_msg( m_debug, "Limb mend healing factor: %.2f", healing_factor );
1673 if( healing_factor <= 0.0f ) {
1674 // The section below assumes positive healing rate
1675 return;
1676 }
1677
1678 for( const bodypart_id &bp : get_all_body_parts() ) {
1679 const bool broken = is_limb_broken( bp );
1680 if( !broken ) {
1681 continue;
1682 }
1683
1684 if( needs_splint && !worn_with_flag( "SPLINT", bp ) ) {
1685 continue;
1686 }
1687
1688 const time_duration dur_inc = 1_turns * roll_remainder( rate_multiplier * healing_factor );
1689 auto &eff = get_effect( effect_mending, bp->token );
1690 if( eff.is_null() ) {
1691 add_effect( effect_mending, dur_inc, bp->token );
1692 continue;
1693 }
1694
1695 eff.set_duration( eff.get_duration() + dur_inc );
1696
1697 if( eff.get_duration() >= eff.get_max_duration() ) {
1698 set_part_hp_cur( bp, 1 );
1699 remove_effect( effect_mending, bp->token );
1700 g->events().send<event_type::broken_bone_mends>( getID(), bp->token );
1701 //~ %s is bodypart
1702 add_msg_if_player( m_good, _( "Your %s has started to mend!" ),
1703 body_part_name( bp ) );
1704 }
1705 }
1706}
float rest_quality() const
Returns >0 if character is sitting/lying and relatively inactive.
Definition: character.cpp:6556
int addiction_level(add_type type) const
Returns the intensity of the specified addiction.
Definition: suffer.cpp:1961
@ broken
Definition: enums.h:330
static const efftype_id effect_drunk("drunk")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const efftype_id effect_cig("cig")
static const efftype_id effect_sleep("sleep")
static float addiction_scaling(float at_min, float at_max, float add_lvl)
Definition: suffer.cpp:172
static const efftype_id effect_mending("mending")
static const trait_id trait_RADIOGENIC("RADIOGENIC")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), addiction_level(), addiction_scaling(), ALCOHOL, body_part_name(), broken, broken_bone_mends, CIG, clamp(), dead_tired, effect_cig, effect_drunk, effect_mending, effect_sleep, g, Creature::get_all_body_parts(), Creature::get_effect(), get_fatigue(), get_healthy(), get_rad(), get_stored_kcal(), get_thirst(), getID(), Creature::has_effect(), has_trait(), is_limb_broken(), m_debug, m_good, max_stored_kcal(), mutation_value(), parched, Creature::remove_effect(), rest_quality(), roll_remainder(), Creature::set_part_hp_cur(), trait_RADIOGENIC, trait_REGEN_LIZ, very_thirsty, and worn_with_flag().

Referenced by update_body().

◆ metabolic_rate()

float Character::metabolic_rate ( ) const

Current metabolic rate due to traits, hunger, speed, etc.

Definition at line 607 of file consumption.cpp.

608{
609 return metabolic_rate_base();
610}

References metabolic_rate_base().

Referenced by calc_needs_rates().

◆ metabolic_rate_base()

float Character::metabolic_rate_base ( ) const

Stable base metabolic rate due to traits.

Definition at line 594 of file consumption.cpp.

595{
596 static const std::string hunger_rate_string( "PLAYER_HUNGER_RATE" );
597 static const std::string metabolism_modifier( "metabolism_modifier" );
598
599 float hunger_rate = get_option< float >( hunger_rate_string );
600 float mut_bonus = 1.0f + mutation_value( metabolism_modifier );
601 float with_mut = hunger_rate * mut_bonus;
602 float ench_bonus = bonus_from_enchantments( with_mut, enchant_vals::mod::METABOLISM );
603
604 return std::max( 0.0f, with_mut + ench_bonus );
605}

References bonus_from_enchantments(), enchant_vals::METABOLISM, and mutation_value().

Referenced by bmr(), and metabolic_rate().

◆ mod_base_age()

void Character::mod_base_age ( int  mod)

Definition at line 6896 of file character.cpp.

6897{
6898 init_age += mod;
6899}

References init_age.

Referenced by set_description().

◆ mod_base_height()

void Character::mod_base_height ( int  mod)

Definition at line 6925 of file character.cpp.

6926{
6927 init_height += mod;
6928}

References init_height.

Referenced by set_description().

◆ mod_dex_bonus()

void Character::mod_dex_bonus ( int  ndex)
virtual

◆ mod_fatigue()

◆ mod_healthy()

void Character::mod_healthy ( int  nhealthy)
virtual

Modifiers for health values exclusive to characters.

Definition at line 4246 of file character.cpp.

4247{
4248 float mut_rate = 1.0f;
4249 for( const trait_id &mut : get_mutations() ) {
4250 mut_rate *= mut.obj().healthy_rate;
4251 }
4252 healthy += nhealthy * mut_rate;
4253}

References get_mutations(), and healthy.

Referenced by iuse::adrenaline_injector(), mod_stat(), player::process_one_effect(), spell_effect::recover_energy(), and update_health().

◆ mod_healthy_mod()

void Character::mod_healthy_mod ( int  nhealthy_mod,
int  cap 
)
virtual

Definition at line 4258 of file character.cpp.

4259{
4260 // TODO: This really should be a full morale-like system, with per-effect caps
4261 // and durations. This version prevents any single effect from exceeding its
4262 // intended ceiling, but multiple effects will overlap instead of adding.
4263
4264 // Cap indicates how far the mod is allowed to shift in this direction.
4265 // It can have a different sign to the mod, e.g. for items that treat
4266 // extremely low health, but can't make you healthy.
4267 if( nhealthy_mod == 0 || cap == 0 ) {
4268 return;
4269 }
4270 int low_cap;
4271 int high_cap;
4272 if( nhealthy_mod < 0 ) {
4273 low_cap = cap;
4274 high_cap = 200;
4275 } else {
4276 low_cap = -200;
4277 high_cap = cap;
4278 }
4279
4280 // If we're already out-of-bounds, we don't need to do anything.
4281 if( ( healthy_mod <= low_cap && nhealthy_mod < 0 ) ||
4282 ( healthy_mod >= high_cap && nhealthy_mod > 0 ) ) {
4283 return;
4284 }
4285
4286 healthy_mod += nhealthy_mod;
4287
4288 // Since we already bailed out if we were out-of-bounds, we can
4289 // just clamp to the boundaries here.
4290 healthy_mod = std::min( healthy_mod, high_cap );
4291 healthy_mod = std::max( healthy_mod, low_cap );
4292}

References healthy_mod.

Referenced by addict_effect(), iuse::blech(), check_needs_extremes(), consume_effects(), player::hardcoded_effects(), modify_health(), iuse::mycus(), iuse::plantblech(), player::process_one_effect(), rooted(), suffer_from_bad_bionics(), suffer_from_other_mutations(), update_health(), and iuse::vaccine().

◆ mod_int_bonus()

void Character::mod_int_bonus ( int  nint)
virtual

◆ mod_max_power_level()

void Character::mod_max_power_level ( const units::energy npower_max)

Definition at line 1999 of file character.cpp.

2000{
2001 max_power_level += npower_max;
2002}

References max_power_level.

Referenced by activate_mutation(), add_bionic(), perform_uninstall(), and uninstall_bionic().

◆ mod_painkiller()

void Character::mod_painkiller ( int  npkill)

◆ mod_per_bonus()

void Character::mod_per_bonus ( int  nper)
virtual

◆ mod_power_level()

void Character::mod_power_level ( const units::energy npower)

Definition at line 1987 of file character.cpp.

1988{
1989 // Remaining capacity between current and maximum power levels we can make use of.
1990 const units::energy remaining_capacity = get_max_power_level() - get_power_level();
1991 // We can't add more than remaining capacity, so get the minimum of the two
1992 const units::energy minned_npower = std::min( npower, remaining_capacity );
1993 // new candidate power level
1994 const units::energy new_power = get_power_level() + minned_npower;
1995 // set new power level while prevending it from going negative
1996 set_power_level( std::max( 0_kJ, new_power ) );
1997}

References get_max_power_level(), get_power_level(), and set_power_level().

Referenced by activate_bionic(), activate_mutation(), item::ammo_consume(), burn_fuel(), npc::check_or_use_weapon_cbm(), deactivate_bionic(), npc::discharge_cbm_weapon(), do_skill_rust(), iuse::ehandcuffs(), explosion_handler::emp_blast(), feed_furnace_with(), aim_activity_actor::finish(), iexamine::fireplace(), hack_attempt(), melee_special_effects(), modify_morale(), game::monmove(), player::on_hit(), game::on_move_effects(), passive_power_gen(), game::phasing_move(), process_bionic(), player::process_turn(), npc::recharge_cbm(), spell_effect::recover_energy(), mattack::riotbot(), activity_handlers::spellcasting_finish(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_while_underwater(), try_start_hacking(), player::uncanny_dodge(), update_stamina(), use_charges(), and use_fire().

◆ mod_rad()

void Character::mod_rad ( int  mod)

Definition at line 7186 of file character.cpp.

7187{
7188 if( has_trait_flag( "NO_RADIATION" ) ) {
7189 return;
7190 }
7191 set_rad( std::max( 0, get_rad() + mod ) );
7192}

References get_rad(), has_trait_flag(), and set_rad().

Referenced by activate_bionic(), irradiate(), game::process_artifact(), player::process_one_effect(), regen(), and suffer_from_radiation().

◆ mod_skill_level()

void Character::mod_skill_level ( const skill_id ident,
int  delta 
)

Definition at line 3371 of file character.cpp.

3372{
3373 _skills->mod_skill_level( ident, delta );
3374}

References _skills.

Referenced by avatar::create(), npc::randomize(), and set_skills().

◆ mod_sleep_deprivation()

void Character::mod_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4435 of file character.cpp.

4436{
4437 set_sleep_deprivation( sleep_deprivation + nsleep_deprivation );
4438}
virtual void set_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4449

References set_sleep_deprivation(), and sleep_deprivation.

Referenced by update_needs().

◆ mod_stamina()

◆ mod_stat()

void Character::mod_stat ( const std::string &  stat,
float  modifier 
)
overridevirtual

Reimplemented from Creature.

Reimplemented in player.

Definition at line 520 of file character.cpp.

521{
522 if( stat == "str" ) {
523 mod_str_bonus( modifier );
524 } else if( stat == "dex" ) {
525 mod_dex_bonus( modifier );
526 } else if( stat == "per" ) {
527 mod_per_bonus( modifier );
528 } else if( stat == "int" ) {
529 mod_int_bonus( modifier );
530 } else if( stat == "healthy" ) {
531 mod_healthy( modifier );
532 } else if( stat == "kcal" ) {
533 mod_stored_kcal( modifier );
534 } else if( stat == "hunger" ) {
535 mod_stored_kcal( -10 * modifier );
536 } else {
537 Creature::mod_stat( stat, modifier );
538 }
539}
virtual void mod_healthy(int nhealthy)
Modifiers for health values exclusive to characters.
Definition: character.cpp:4246
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4184
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4179
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4174
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4189
virtual void mod_stat(const std::string &stat, float modifier)
Definition: creature.cpp:1695

References mod_dex_bonus(), mod_healthy(), mod_int_bonus(), mod_per_bonus(), Creature::mod_stat(), mod_stored_kcal(), and mod_str_bonus().

Referenced by apply_skill_boost(), player::mod_stat(), and shout().

◆ mod_stim()

◆ mod_stored_kcal()

◆ mod_stored_nutr()

◆ mod_str_bonus()

◆ mod_thirst()

◆ modify_addiction()

void Character::modify_addiction ( const islot_comestible comest)

Used to apply addiction modifications from food and medication.

Definition at line 1044 of file consumption.cpp.

1045{
1046 add_addiction( comest.add, comest.addict );
1047 if( addiction_craving( comest.add ) != MORALE_NULL ) {
1048 rem_morale( addiction_craving( comest.add ) );
1049 }
1050}
morale_type addiction_craving(add_type const cur)
Definition: addiction.cpp:307
void add_addiction(add_type type, int strength)
Adds an addiction to the player.
Definition: suffer.cpp:1892
add_type add
effects of addiction
Definition: itype.h:142
int addict
addiction potential
Definition: itype.h:139

References islot_comestible::add, add_addiction(), islot_comestible::addict, addiction_craving(), MORALE_NULL, and rem_morale().

Referenced by consume_effects(), and player::consume_med().

◆ modify_fatigue()

void Character::modify_fatigue ( const islot_comestible comest)

Used to apply fatigue modifications from food and medication.

Definition at line 1034 of file consumption.cpp.

1035{
1036 mod_fatigue( -comest.fatigue_mod );
1037}
int fatigue_mod
fatigue altering effect
Definition: itype.h:148

References islot_comestible::fatigue_mod, and mod_fatigue().

Referenced by consume_effects(), and player::consume_med().

◆ modify_health()

void Character::modify_health ( const islot_comestible comest)

Used to apply health modifications from food and medication.

Definition at line 991 of file consumption.cpp.

992{
993 const int effective_health = comest.healthy;
994 // Effectively no cap on health modifiers from food and meds
995 const int health_cap = 200;
996 mod_healthy_mod( effective_health, effective_health >= 0 ? health_cap : -health_cap );
997}
int healthy
TODO: add documentation.
Definition: itype.h:157

References islot_comestible::healthy, and mod_healthy_mod().

Referenced by consume_effects(), and player::consume_med().

◆ modify_morale()

void Character::modify_morale ( item food,
int  nutr = 0 
)

Used to apply morale modifications from food and medication.

Definition at line 1052 of file consumption.cpp.

1053{
1054 time_duration morale_time = 2_hours;
1055 if( food.has_flag( flag_EATEN_HOT ) ) {
1056 auto heater = find_food_heater( *this, crafting_inventory(),
1057 get_map().has_nearby_fire( pos(), PICKUP_RANGE ) );
1058 if( heater && heater->consume( *this ) ) {
1060 _( "You heat up your %1$s using the %2$s." ),
1061 _( "<npcname> heats up their %1$s using the %2$s." ),
1062 food.tname(), heater->it.tname() );
1063 morale_time = 3_hours;
1064 int clamped_nutr = std::max( 5, std::min( 20, nutr / 10 ) );
1065 add_morale( MORALE_FOOD_HOT, clamped_nutr, 20, morale_time, morale_time / 2 );
1066 }
1067 }
1068
1069 std::pair<int, int> fun = fun_for( food );
1070 if( fun.first < 0 ) {
1072 get_power_level() > units::from_kilojoule( -fun.first ) ) {
1073 mod_power_level( units::from_kilojoule( std::min( 0, fun_for( food ).first ) ) );
1074 } else {
1075 add_morale( MORALE_FOOD_BAD, fun.first, fun.second, morale_time, morale_time / 2, false,
1076 food.type );
1077 }
1078 } else if( fun.first > 0 ) {
1079 add_morale( MORALE_FOOD_GOOD, fun.first, fun.second, morale_time, morale_time / 2, false,
1080 food.type );
1081 }
1082
1083 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
1084 if( has_trait( trait_SPIRITUAL ) ) {
1085 add_morale( MORALE_FOOD_GOOD, 36, 72, 2_hours, 1_hours, false );
1086 } else {
1087 add_morale( MORALE_FOOD_GOOD, 18, 36, 1_hours, 30_minutes, false );
1088 }
1089 }
1090
1091 if( food.has_flag( flag_CANNIBALISM ) ) {
1092 const bool cannibal = has_trait( trait_CANNIBAL );
1093 const bool psycho = has_trait( trait_PSYCHOPATH );
1094 const bool sapiovore = has_trait( trait_SAPIOVORE );
1095 if( cannibal ) {
1096 add_msg_if_player( m_good, _( "You indulge your shameful hunger." ) );
1097 add_morale( MORALE_CANNIBAL, 20, 200 );
1098 } else if( psycho || sapiovore ) {
1099 // Nothing - doesn't care enough to print a message
1100 } else {
1101 add_msg_if_player( m_bad, _( "You feel horrible for eating a person." ) );
1102 add_morale( MORALE_CANNIBAL, -60, -400, 60_minutes, 30_minutes );
1103 }
1104 }
1105
1106 // Allergy check for food that is ingested (not gum)
1107 if( !food.has_flag( "NO_INGEST" ) ) {
1108 const auto allergy = allergy_type( food );
1109 if( allergy != MORALE_NULL ) {
1110 add_msg_if_player( m_bad, _( "Yuck! How can anybody eat this stuff?" ) );
1111 add_morale( allergy, -75, -400, 30_minutes, 24_minutes );
1112 }
1113 if( food.has_flag( flag_ALLERGEN_JUNK ) ) {
1114 if( has_trait( trait_PROJUNK ) ) {
1115 add_msg_if_player( m_good, _( "Mmm, junk food." ) );
1116 add_morale( MORALE_SWEETTOOTH, 5, 30, 30_minutes, 24_minutes );
1117 }
1118 if( has_trait( trait_PROJUNK2 ) ) {
1119 if( !one_in( 100 ) ) {
1120 add_msg_if_player( m_good, _( "When life's got you down, there's always sugar." ) );
1121 } else {
1122 add_msg_if_player( m_good, _( "They may do what they must… you've already won." ) );
1123 }
1124 add_morale( MORALE_SWEETTOOTH, 10, 50, 1_hours, 50_minutes );
1125 }
1126 // Carnivores CAN eat junk food, but they won't like it much.
1127 // Pizza-scraping happens in consume_effects.
1129 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1130 add_morale( MORALE_NO_DIGEST, -25, -125, 30_minutes, 24_minutes );
1131 }
1132 }
1133 }
1134 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
1136 if( !food.rotten() && chew && has_trait( trait_SAPROPHAGE ) ) {
1137 // It's OK to *drink* things that haven't rotted. Alternative is to ban water. D:
1138 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1139 add_morale( MORALE_NO_DIGEST, -75, -400, 30_minutes, 24_minutes );
1140 }
1141 if( food.has_flag( flag_URSINE_HONEY ) && ( !crossed_threshold() ||
1143 mutation_category_level["URSINE"] > 40 ) {
1144 // Need at least 5 bear mutations for effect to show, to filter out mutations in common with other categories
1145 int honey_fun = has_trait( trait_THRESH_URSINE ) ?
1146 std::min( mutation_category_level["URSINE"] / 8, 20 ) :
1147 mutation_category_level["URSINE"] / 12;
1148 if( honey_fun < 10 ) {
1149 add_msg_if_player( m_good, _( "You find the sweet taste of honey surprisingly palatable." ) );
1150 } else {
1151 add_msg_if_player( m_good, _( "You feast upon the sweet honey." ) );
1152 }
1153 add_morale( MORALE_HONEY, honey_fun, 100 );
1154 }
1155}
morale_type allergy_type(const item &food) const
Returns allergy type or MORALE_NULL if not allergic for this character.
bool crossed_threshold() const
Returns true if the player has crossed a mutation threshold Player can only cross one mutation thresh...
Definition: character.cpp:8721
std::pair< int, int > fun_for(const item &comest) const
Handles the enjoyability value for a comestible.
bool rotten() const
returns true if item is now rotten after all shelf life has elapsed
Definition: item.h:854
static const bionic_id bio_taste_blocker("bio_taste_blocker")
static cata::optional< prepared_item_consumption > find_food_heater(Character &c, const inventory &inv, bool has_fire)
static const trait_id trait_THRESH_URSINE("THRESH_URSINE")
static const std::string flag_URSINE_HONEY("URSINE_HONEY")
static const std::string flag_CANNIBALISM("CANNIBALISM")
static const std::string flag_HIDDEN_HALLU("HIDDEN_HALLU")
static const trait_id trait_SAPIOVORE("SAPIOVORE")
static const trait_id trait_PSYCHOPATH("PSYCHOPATH")
static const trait_id trait_PROJUNK("PROJUNK")
static const trait_id trait_SPIRITUAL("SPIRITUAL")
static const std::string flag_EATEN_HOT("EATEN_HOT")
static const trait_id trait_CANNIBAL("CANNIBAL")
const morale_type MORALE_HONEY("morale_honey")
const morale_type MORALE_SWEETTOOTH("morale_sweettooth")
const morale_type MORALE_NO_DIGEST("morale_no_digest")
const morale_type MORALE_FOOD_HOT("morale_food_hot")
const morale_type MORALE_FOOD_GOOD("morale_food_good")
const morale_type MORALE_CANNIBAL("morale_cannibal")
const morale_type MORALE_FOOD_BAD("morale_food_bad")
int chew(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1096

References _, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), allergy, allergy_type(), bio_taste_blocker, iuse::chew(), comesttype_FOOD(), crafting_inventory(), crossed_threshold(), find_food_heater(), flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_EATEN_HOT(), flag_HIDDEN_HALLU(), flag_URSINE_HONEY(), flag_USE_EAT_VERB(), units::from_kilojoule(), fun_for(), item::get_comestible(), get_map(), get_power_level(), has_active_bionic(), item::has_flag(), has_trait(), m_bad, m_good, mod_power_level(), MORALE_CANNIBAL, MORALE_FOOD_BAD, MORALE_FOOD_GOOD, MORALE_FOOD_HOT, MORALE_HONEY, MORALE_NO_DIGEST, MORALE_NULL, MORALE_SWEETTOOTH, mutation_category_level, one_in(), PICKUP_RANGE, pos(), item::rotten(), item::tname(), trait_CANNIBAL, trait_CARNIVORE, trait_PROJUNK, trait_PROJUNK2, trait_PSYCHOPATH, trait_SAPIOVORE, trait_SAPROPHAGE, trait_SPIRITUAL, trait_THRESH_URSINE, and item::type.

Referenced by consume_effects(), and player::consume_med().

◆ modify_radiation()

void Character::modify_radiation ( const islot_comestible comest)

Used to apply radiation from food and medication.

Definition at line 1039 of file consumption.cpp.

1040{
1041 irradiate( comest.radiation );
1042}
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1534
int radiation
Amount of radiation you get from this comestible.
Definition: itype.h:163

References irradiate(), and islot_comestible::radiation.

Referenced by consume_effects(), and player::consume_med().

◆ modify_stimulation()

void Character::modify_stimulation ( const islot_comestible comest)

Used to apply stimulation modifications from food and medication.

Definition at line 999 of file consumption.cpp.

1000{
1001 const int current_stim = get_stim();
1002 if( comest.stim != 0 &&
1003 ( std::abs( current_stim ) < ( std::abs( comest.stim ) * 3 ) ||
1004 sgn( current_stim ) != sgn( comest.stim ) ) ) {
1005 if( comest.stim < 0 ) {
1006 set_stim( std::max( comest.stim * 3, current_stim + comest.stim ) );
1007 } else {
1008 set_stim( std::min( comest.stim * 3, current_stim + comest.stim ) );
1009 }
1010 }
1011 if( has_trait( trait_STIMBOOST ) && ( current_stim > 30 ) &&
1012 ( ( comest.add == add_type::CAFFEINE ) || ( comest.add == add_type::SPEED ) ||
1013 ( comest.add == add_type::COKE ) || ( comest.add == add_type::CRACK ) ) ) {
1014 int hallu_duration = ( current_stim - comest.stim < 30 ) ? current_stim - 30 : comest.stim;
1015 add_effect( effect_visuals, hallu_duration * 30_minutes );
1016 std::vector<std::string> stimboost_msg{ _( "The shadows are getting ever closer." ),
1017 _( "You have a bad feeling about this." ),
1018 _( "A powerful sense of dread comes over you." ),
1019 _( "Your skin starts crawling." ),
1020 _( "They're coming to get you." ),
1021 _( "This might've been a bad idea…" ),
1022 _( "You've really done it this time, haven't you?" ),
1023 _( "You have to stay vigilant. They're always watching…" ),
1024 _( "mistake mistake mistake mistake mistake" ),
1025 _( "Just gotta stay calm, and you'll make it through this." ),
1026 _( "You're starting to feel very jumpy." ),
1027 _( "Something is twitching at the edge of your vision." ),
1028 _( "They know what you've done…" ),
1029 _( "You're feeling even more paranoid than usual." ) };
1030 add_msg_if_player( m_bad, random_entry_ref( stimboost_msg ) );
1031 }
1032}
static const efftype_id effect_visuals("visuals")
static const trait_id trait_STIMBOOST("STIMBOOST")
constexpr int sgn(const T x)
Definition: enums.h:8
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149
int stim
stimulant effect
Definition: itype.h:145

References _, islot_comestible::add, Creature::add_effect(), Creature::add_msg_if_player(), CAFFEINE, COKE, CRACK, effect_visuals, get_stim(), has_trait(), m_bad, random_entry_ref(), set_stim(), sgn(), SPEED, islot_comestible::stim, and trait_STIMBOOST.

Referenced by consume_effects(), and player::consume_med().

◆ mount_creature()

void Character::mount_creature ( monster z)

Definition at line 1033 of file character.cpp.

1034{
1035 tripoint pnt = z.pos();
1036 shared_ptr_fast<monster> mons = g->shared_from( z );
1037 if( mons == nullptr ) {
1038 add_msg( m_debug, "mount_creature(): monster not found in critter_tracker" );
1039 return;
1040 }
1041 add_effect( effect_riding, 1_turns, num_bp );
1042 z.add_effect( effect_ridden, 1_turns, num_bp );
1043 if( z.has_effect( effect_tied ) ) {
1045 if( z.tied_item ) {
1046 i_add( *z.tied_item );
1047 z.tied_item.reset();
1048 }
1049 }
1051 if( z.has_effect( effect_harnessed ) ) {
1053 add_msg_if_player( m_info, _( "You remove the %s's harness." ), z.get_name() );
1054 }
1055 mounted_creature = mons;
1056 mons->mounted_player = this;
1057 if( is_avatar() ) {
1058 if( g->u.is_hauling() ) {
1059 g->u.stop_hauling();
1060 }
1061 if( g->u.get_grab_type() != OBJECT_NONE ) {
1062 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1063 g->u.grab( OBJECT_NONE );
1064 }
1065 g->place_player( pnt );
1066 } else {
1067 npc &guy = dynamic_cast<npc &>( *this );
1068 guy.setpos( pnt );
1069 }
1070 z.facing = facing;
1071 add_msg_if_player( m_good, _( "You climb on the %s." ), z.get_name() );
1072 if( z.has_flag( MF_RIDEABLE_MECH ) ) {
1073 if( !z.type->mech_weapon.is_empty() ) {
1074 item mechwep = item( z.type->mech_weapon );
1075 wield( mechwep );
1076 }
1077 add_msg_if_player( m_good, _( "You hear your %s whir to life." ), z.get_name() );
1078 }
1079 // some rideable mechs have night-vision
1081 mod_moves( -100 );
1082}
static const efftype_id effect_tied("tied")
static const efftype_id effect_harnessed("harnessed")
FacingDirection facing
return the direction the creature is facing, for sdl horizontal flip
Definition: creature.h:135
cata::value_ptr< item > tied_item
Definition: monster.h:464
std::string get_name() const override
Definition: monster.cpp:488
void setpos(const tripoint &pos) override
Note: this places NPC on a given position in CURRENT MAP coordinates.
Definition: npc.cpp:681
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16

References _, Creature::add_effect(), monster::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_harnessed, effect_ridden, effect_riding, effect_tied, Creature::facing, g, monster::get_name(), getID(), Creature::has_effect(), monster::has_flag(), i_add(), Creature::is_avatar(), string_id< T >::is_empty(), m_debug, m_good, m_info, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player_id, num_bp, OBJECT_NONE, monster::pos(), recalc_sight_limits(), Creature::remove_effect(), npc::setpos(), monster::tied_item, monster::type, and wield().

Referenced by activity_handlers::find_mount_do_turn(), and monexamine::mount_pet().

◆ move_effects()

bool Character::move_effects ( bool  attacking)
overridevirtual

Processes effects which may prevent the Character from moving (bear traps, crushed, etc.).

Returns false if movement is stopped.

Strength increases chance to escape pit Dexterity increases chance to escape pit, slightly

Implements Creature.

Definition at line 1535 of file character.cpp.

1536{
1537 if( has_effect( effect_downed ) ) {
1538 try_remove_downed( *this );
1539 return false;
1540 }
1541 if( has_effect( effect_webbed ) ) {
1542 try_remove_webs( *this );
1543 return false;
1544 }
1545 if( has_effect( effect_lightsnare ) ) {
1546 try_remove_lightsnare( *this );
1547 return false;
1548
1549 }
1550 if( has_effect( effect_heavysnare ) ) {
1551 try_remove_heavysnare( *this );
1552 return false;
1553 }
1554 if( has_effect( effect_beartrap ) ) {
1555 try_remove_bear_trap( *this );
1556 return false;
1557 }
1558 if( has_effect( effect_crushed ) ) {
1559 try_remove_crushed( *this );
1560 return false;
1561 }
1562 // Below this point are things that allow for movement if they succeed
1563
1564 // Currently we only have one thing that forces movement if you succeed, should we get more
1565 // than this will need to be reworked to only have success effects if /all/ checks succeed
1566 if( has_effect( effect_in_pit ) ) {
1567 /** @EFFECT_STR increases chance to escape pit */
1568
1569 /** @EFFECT_DEX increases chance to escape pit, slightly */
1570 if( rng( 0, 40 ) > get_str() + get_dex() / 2 ) {
1571 add_msg_if_player( m_bad, _( "You try to escape the pit, but slip back in." ) );
1572 return false;
1573 } else {
1574 add_msg_player_or_npc( m_good, _( "You escape the pit!" ),
1575 _( "<npcname> escapes the pit!" ) );
1577 }
1578 }
1579 if( has_effect( effect_grabbed ) && !attacking && !try_remove_grab( *this ) ) {
1580 // NOLINTNEXTLINE(readability-simplify-boolean-expr)
1581 return false;
1582 }
1583 return true;
1584}
static void try_remove_lightsnare(Character &c)
Definition: character.cpp:1385
static void try_remove_crushed(Character &c)
Definition: character.cpp:1445
static const efftype_id effect_crushed("crushed")
static void try_remove_heavysnare(Character &c)
Definition: character.cpp:1414
static void try_remove_bear_trap(Character &c)
Definition: character.cpp:1349
static void try_remove_webs(Character &c)
Definition: character.cpp:1515
static bool try_remove_grab(Character &c)
Definition: character.cpp:1459
static const efftype_id effect_webbed("webbed")
static const efftype_id effect_in_pit("in_pit")
static void try_remove_downed(Character &c)
Definition: character.cpp:1334

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), effect_beartrap, effect_crushed, effect_downed, effect_grabbed, effect_heavysnare, effect_in_pit, effect_lightsnare, effect_webbed, get_dex(), get_str(), Creature::has_effect(), m_bad, m_good, Creature::remove_effect(), rng(), try_remove_bear_trap(), try_remove_crushed(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by avatar_action::move(), npc::move_to(), and game::vertical_move().

◆ movement_mode_is()

bool Character::movement_mode_is ( character_movemode  mode) const

Check against the character's current movement mode.

Definition at line 1619 of file character.cpp.

1620{
1621 return move_mode == mode;
1622}

References move_mode.

Referenced by map::build_vision_transparency_cache(), avatar::cycle_move_mode(), draw_health_classic(), avatar_action::move(), move_mode_color(), move_mode_string(), game::on_move_effects(), Creature::sees(), game::vertical_move(), and game::walk_move().

◆ mut_cbm_encumb()

void Character::mut_cbm_encumb ( char_encumbrance_data vals) const
protected

Applies encumbrance from mutations and bionics only.

Definition at line 4021 of file character.cpp.

4022{
4023
4024 for( const bionic_id &bid : get_bionics() ) {
4025 for( const std::pair<const bodypart_str_id, int> &element : bid->encumbrance ) {
4026 vals.elems[element.first->token].encumbrance += element.second;
4027 }
4028 }
4029
4031 for( auto &val : vals.elems ) {
4032 val.encumbrance += 3; // Slight encumbrance to all parts except eyes
4033 }
4034 vals.elems[bp_eyes].encumbrance -= 3;
4035 }
4036
4037 // Lower penalty for bps covered only by XL armor
4038 const auto oversize = exclusive_flag_coverage( flag_OVERSIZE );
4039 for( const trait_id &mut : get_mutations() ) {
4040 apply_mut_encumbrance( vals, mut, oversize );
4041 }
4042}
static const bionic_id bio_shock_absorber("bio_shock_absorber")
static void apply_mut_encumbrance(char_encumbrance_data &vals, const trait_id &mut, const body_part_set &oversize)
Definition: character.cpp:4006

References apply_mut_encumbrance(), bio_shock_absorber, bp_eyes, char_encumbrance_data::elems, exclusive_flag_coverage(), flag_OVERSIZE(), get_bionics(), get_mutations(), and has_active_bionic().

Referenced by calc_encumbrance().

◆ mutate()

void Character::mutate ( )

Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way.

Definition at line 845 of file mutation.cpp.

846{
847 if( get_option<bool>( "BALANCED_MUTATIONS" ) ) {
849 if( !mutagen ) {
850 return;
851 }
852 float mut_power = to_turns<float>( mutagen.get_duration() ) / to_turns<float>
853 ( mutagen.get_int_dur_factor() );
854 add_msg_if_player( m_debug, "Mutation accumulation: %.1f", mut_power );
855 while( mut_power > 1 || roll_remainder( mut_power ) > 0 ) {
856 std::map<trait_id, float> chances = mutation_chances();
857
858 weighted_float_list<trait_id> mutation_picker;
859 for( const auto &p : chances ) {
860 mutation_picker.add( p.first, p.second );
861 }
862
863 for( int tries = 0; tries < 3; tries++ ) {
864 const trait_id *selected = mutation_picker.pick();
865 if( selected == nullptr ) {
866 continue;
867 }
868 add_msg_if_player( m_debug, "Selected mutation %s", selected->obj().name().c_str() );
869 if( has_trait( *selected ) ) {
870 remove_mutation( *selected );
871 break;
872 } else {
873 mutate_towards( *selected );
874 break;
875 }
876 }
877
878 mutagen.mod_duration( -mutagen.get_int_dur_factor() );
879 mut_power -= 1.0f;
880 }
881 } else {
882 old_mutate();
884 }
885}
void remove_mutation(const trait_id &mut, bool silent=false)
Removes a mutation, downgrading to the previous level if possible.
Definition: mutation.cpp:1338
bool mutate_towards(std::vector< trait_id > muts, int num_tries=INT_MAX)
Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.
Definition: mutation.cpp:1097
std::map< trait_id, float > mutation_chances() const
Calculate percentage chances for mutations.
Definition: mutation.cpp:752
void old_mutate()
Definition: mutation.cpp:887
time_duration get_int_dur_factor() const
Returns the number of turns it takes for the intensity to fall by 1 or 0 if intensity isn't based on ...
Definition: effect.cpp:1207
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
T * add(const T &obj, const W &weight)
This will add a new object to the weighted list.
Definition: weighted_list.h:33
const T * pick(unsigned int randi) const
This will return a pointer to an object from the list randomly selected and biased by weight.
Definition: weighted_list.h:94

References weighted_list< W, T >::add(), Creature::add_msg_if_player(), effect_accumulated_mutagen, effect::get_duration(), Creature::get_effect(), effect::get_int_dur_factor(), has_trait(), m_debug, effect::mod_duration(), mutate_towards(), mutation_chances(), mutation_branch::name(), old_mutate(), weighted_list< W, T >::pick(), Creature::remove_effect(), remove_mutation(), and roll_remainder().

Referenced by iuse::artifact(), eff_fun_mutating(), player::hardcoded_effects(), marloss_common(), spell_effect::mutate(), mutate_category(), iuse::mycus(), mattack::science(), iuse::sewage(), suffer_from_artifacts(), suffer_from_other_mutations(), and suffer_from_radiation().

◆ mutate_category()

void Character::mutate_category ( const std::string &  mut_cat)

Picks a random valid mutation in a category and mutate_towards() it.

Definition at line 1044 of file mutation.cpp.

1045{
1046 // Hacky ID comparison is better than separate hardcoded branch used before
1047 // TODO: Turn it into the null id
1048 if( cat == "ANY" ) {
1049 mutate();
1050 return;
1051 }
1052
1053 bool force_bad = one_in( 3 ) && !get_option<bool>( "BALANCED_MUTATIONS" );
1054 bool force_good = false;
1055 if( has_trait( trait_ROBUST ) && force_bad ) {
1056 // Robust Genetics gives you a 33% chance for a good mutation,
1057 // instead of the 33% chance of a bad one.
1058 force_bad = false;
1059 force_good = true;
1060 }
1061 if( has_trait( trait_CHAOTIC_BAD ) ) {
1062 force_bad = true;
1063 force_good = false;
1064 }
1065
1066 // Pull the category's list for valid mutations
1067 std::vector<trait_id> valid = mutations_category[cat];
1068
1069 // Remove anything we already have, that we have a child of, or that
1070 // goes against our intention of a good/bad mutation
1071 for( size_t i = 0; i < valid.size(); i++ ) {
1072 if( !mutation_ok( valid[i], force_good, force_bad ) ) {
1073 valid.erase( valid.begin() + i );
1074 i--;
1075 }
1076 }
1077
1078 mutate_towards( valid, 2 );
1079}
void mutate()
Picks a random valid mutation and gives it to the Character, possibly removing/changing others along ...
Definition: mutation.cpp:845
bool mutation_ok(const trait_id &mutation, bool force_good, bool force_bad) const
Returns true if the player doesn't have the mutation or a conflicting one and it complies with the fo...
Definition: mutation.cpp:639
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_ROBUST("ROBUST")
std::map< std::string, std::vector< trait_id > > mutations_category

References has_trait(), mutate(), mutate_towards(), mutation_ok(), mutations_category, one_in(), trait_CHAOTIC_BAD, and trait_ROBUST.

Referenced by eff_fun_rat(), player::hardcoded_effects(), spell_effect::mutate(), iuse::mycus(), npc::randomize(), mutagen_actor::use(), and mutagen_iv_actor::use().

◆ mutate_towards() [1/2]

bool Character::mutate_towards ( const trait_id mut)

Mutates toward the entered mutation, upgrading or removing conflicts if necessary.

Definition at line 1113 of file mutation.cpp.

1114{
1115 if( has_child_flag( mut ) ) {
1116 remove_child_flag( mut );
1117 return true;
1118 }
1119 const mutation_branch &mdata = mut.obj();
1120
1121 bool has_prereqs = false;
1122 bool prereq1 = false;
1123 bool prereq2 = false;
1124 std::vector<trait_id> canceltrait;
1125 std::vector<trait_id> prereq = mdata.prereqs;
1126 std::vector<trait_id> prereqs2 = mdata.prereqs2;
1127 std::vector<trait_id> cancel = mdata.cancels;
1128 std::vector<trait_id> same_type = get_mutations_in_types( mdata.types );
1129 std::vector<trait_id> all_prereqs = get_all_mutation_prereqs( mut );
1130
1131 // Check mutations of the same type - except for the ones we might need for pre-reqs
1132 for( const auto &consider : same_type ) {
1133 if( std::find( all_prereqs.begin(), all_prereqs.end(), consider ) == all_prereqs.end() ) {
1134 cancel.push_back( consider );
1135 }
1136 }
1137
1138 for( size_t i = 0; i < cancel.size(); i++ ) {
1139 if( !has_trait( cancel[i] ) ) {
1140 cancel.erase( cancel.begin() + i );
1141 i--;
1142 } else if( has_base_trait( cancel[i] ) ) {
1143 //If we have the trait, but it's a base trait, don't allow it to be removed normally
1144 canceltrait.push_back( cancel[i] );
1145 cancel.erase( cancel.begin() + i );
1146 i--;
1147 }
1148 }
1149
1150 for( size_t i = 0; i < cancel.size(); i++ ) {
1151 if( !cancel.empty() ) {
1152 trait_id removed = cancel[i];
1153 remove_mutation( removed );
1154 cancel.erase( cancel.begin() + i );
1155 i--;
1156 // This checks for cases where one trait knocks out several others
1157 // Probably a better way, but gets it Fixed Now--KA101
1158 return mutate_towards( mut );
1159 }
1160 }
1161
1162 for( size_t i = 0; ( !prereq1 ) && i < prereq.size(); i++ ) {
1163 if( has_trait( prereq[i] ) ) {
1164 prereq1 = true;
1165 }
1166 }
1167
1168 for( size_t i = 0; ( !prereq2 ) && i < prereqs2.size(); i++ ) {
1169 if( has_trait( prereqs2[i] ) ) {
1170 prereq2 = true;
1171 }
1172 }
1173
1174 if( prereq1 && prereq2 ) {
1175 has_prereqs = true;
1176 }
1177
1178 if( !has_prereqs && ( !prereq.empty() || !prereqs2.empty() ) ) {
1179 if( !prereq1 && !prereq.empty() ) {
1180 return mutate_towards( prereq );
1181 } else if( !prereq2 && !prereqs2.empty() ) {
1182 return mutate_towards( prereqs2 );
1183 }
1184 }
1185
1186 // Check for threshold mutation, if needed
1187 bool threshold = mdata.threshold;
1188 bool profession = mdata.profession;
1189 bool has_threshreq = false;
1190 std::vector<trait_id> threshreq = mdata.threshreq;
1191
1192 // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid
1193 // and aren't categorized. This can happen if someone makes a threshold mutation into a prerequisite.
1194 if( threshold ) {
1195 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1196 return false;
1197 }
1198 if( profession ) {
1199 // Profession picks fail silently
1200 return false;
1201 }
1202
1203 for( size_t i = 0; !has_threshreq && i < threshreq.size(); i++ ) {
1204 if( has_trait( threshreq[i] ) ) {
1205 has_threshreq = true;
1206 }
1207 }
1208
1209 // No crossing The Threshold by simply not having it
1210 if( !has_threshreq && !threshreq.empty() ) {
1211 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1212 return false;
1213 }
1214
1215 // Check if one of the prerequisites that we have TURNS INTO this one
1216 trait_id replacing = trait_id::NULL_ID();
1217 prereq = mdata.prereqs; // Reset it
1218 for( auto &elem : prereq ) {
1219 if( has_trait( elem ) ) {
1220 const trait_id &pre = elem;
1221 const auto &p = pre.obj();
1222 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1223 if( p.replacements[j] == mut ) {
1224 replacing = pre;
1225 }
1226 }
1227 }
1228 }
1229
1230 // Loop through again for prereqs2
1231 trait_id replacing2 = trait_id::NULL_ID();
1232 prereq = mdata.prereqs2; // Reset it
1233 for( auto &elem : prereq ) {
1234 if( has_trait( elem ) ) {
1235 const trait_id &pre2 = elem;
1236 const auto &p = pre2.obj();
1237 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1238 if( p.replacements[j] == mut ) {
1239 replacing2 = pre2;
1240 }
1241 }
1242 }
1243 }
1244
1245 bool mutation_replaced = false;
1246
1247 game_message_type rating;
1248
1249 if( replacing ) {
1250 const auto &replace_mdata = replacing.obj();
1251 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1252 rating = m_mixed;
1253 } else if( replace_mdata.points - mdata.points < 0 ) {
1254 rating = m_good;
1255 } else if( mdata.points - replace_mdata.points < 0 ) {
1256 rating = m_bad;
1257 } else {
1258 rating = m_neutral;
1259 }
1260 //  TODO: Limit this to visible mutations
1261 // TODO: In case invisible mutation turns into visible or vice versa
1262 // print only the visible mutation appearing/disappearing
1263 add_msg_player_or_npc( rating,
1264 _( "Your %1$s mutation turns into %2$s!" ),
1265 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1266 replace_mdata.name(), mdata.name() );
1267
1268 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1269 unset_mutation( replacing );
1270 mutation_replaced = true;
1271 }
1272 if( replacing2 ) {
1273 const auto &replace_mdata = replacing2.obj();
1274 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1275 rating = m_mixed;
1276 } else if( replace_mdata.points - mdata.points < 0 ) {
1277 rating = m_good;
1278 } else if( mdata.points - replace_mdata.points < 0 ) {
1279 rating = m_bad;
1280 } else {
1281 rating = m_neutral;
1282 }
1283 add_msg_player_or_npc( rating,
1284 _( "Your %1$s mutation turns into %2$s!" ),
1285 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1286 replace_mdata.name(), mdata.name() );
1287 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1288 unset_mutation( replacing2 );
1289 mutation_replaced = true;
1290 }
1291 for( const auto &i : canceltrait ) {
1292 const auto &cancel_mdata = i.obj();
1293 if( mdata.mixed_effect || cancel_mdata.mixed_effect ) {
1294 rating = m_mixed;
1295 } else if( mdata.points < cancel_mdata.points ) {
1296 rating = m_bad;
1297 } else if( mdata.points > cancel_mdata.points ) {
1298 rating = m_good;
1299 } else if( mdata.points == cancel_mdata.points ) {
1300 rating = m_neutral;
1301 } else {
1302 rating = m_mixed;
1303 }
1304 // If this new mutation cancels a base trait, remove it and add the mutation at the same time
1305 add_msg_player_or_npc( rating,
1306 _( "Your innate %1$s trait turns into %2$s!" ),
1307 _( "<npcname>'s innate %1$s trait turns into %2$s!" ),
1308 cancel_mdata.name(), mdata.name() );
1309 g->events().send<event_type::evolves_mutation>( getID(), cancel_mdata.id, mdata.id );
1310 unset_mutation( i );
1311 mutation_replaced = true;
1312 }
1313 if( !mutation_replaced ) {
1314 if( mdata.mixed_effect ) {
1315 rating = m_mixed;
1316 } else if( mdata.points > 0 ) {
1317 rating = m_good;
1318 } else if( mdata.points < 0 ) {
1319 rating = m_bad;
1320 } else {
1321 rating = m_neutral;
1322 }
1323 // TODO: Limit to visible mutations
1324 add_msg_player_or_npc( rating,
1325 _( "You gain a mutation called %s!" ),
1326 _( "<npcname> gains a mutation called %s!" ),
1327 mdata.name() );
1328 g->events().send<event_type::gains_mutation>( getID(), mdata.id );
1329 }
1330
1331 set_mutation( mut );
1332
1335 return true;
1336}
static bool same_type(const std::list< item > &items)
void remove_child_flag(const trait_id &flag)
Removes the mutation's child flag from the player's list.
Definition: mutation.cpp:1496
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7946
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7923
@ cancel
Definition: craft_command.h:28
game_message_type
Definition: enums.h:259
static std::vector< trait_id > get_all_mutation_prereqs(const trait_id &id)
Definition: mutation.cpp:1081
std::vector< trait_id > get_mutations_in_types(const std::set< std::string > &ids)
trait_id id
Definition: mutation.h:76
bool threshold
Definition: mutation.h:83
std::set< std::string > types
Definition: mutation.h:261
bool profession
Definition: mutation.h:85
std::vector< trait_id > threshreq
Definition: mutation.h:260
bool mixed_effect
Definition: mutation.h:91

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel, mutation_branch::cancels, drench_mut_calc(), evolves_mutation, detail::find(), g, gains_mutation, get_all_mutation_prereqs(), get_mutations_in_types(), getID(), has_base_trait(), has_child_flag(), has_trait(), mutation_branch::id, m_bad, m_good, m_mixed, m_neutral, mutation_branch::mixed_effect, mutate_towards(), mutation_branch::name(), string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), mutation_branch::points, mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::profession, remove_child_flag(), remove_mutation(), same_type(), set_highest_cat_level(), set_mutation(), mutation_branch::threshold, mutation_branch::threshreq, mutation_branch::types, and unset_mutation().

◆ mutate_towards() [2/2]

bool Character::mutate_towards ( std::vector< trait_id muts,
int  num_tries = INT_MAX 
)

Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.

Definition at line 1097 of file mutation.cpp.

1098{
1099 while( !muts.empty() && num_tries > 0 ) {
1100 int i = rng( 0, muts.size() - 1 );
1101
1102 if( mutate_towards( muts[i] ) ) {
1103 return true;
1104 }
1105
1106 muts.erase( muts.begin() + i );
1107 --num_tries;
1108 }
1109
1110 return false;
1111}

References mutate_towards(), and rng().

Referenced by mutate(), spell_effect::mutate(), mutate_category(), mutate_towards(), old_mutate(), and debug_menu::wishmutate().

◆ mutation_armor() [1/3]

resistances Character::mutation_armor ( bodypart_id  bp) const

Returns resistances on a body part provided by mutations.

Definition at line 6495 of file character.cpp.

6496{
6497 resistances res;
6498 for( const trait_id &iter : get_mutations() ) {
6499 res += iter->damage_resistance( bp->token );
6500 }
6501
6502 return res;
6503}

References get_mutations().

Referenced by get_all_armor_type(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), mutation_armor(), and passive_absorb_hit().

◆ mutation_armor() [2/3]

float Character::mutation_armor ( bodypart_id  bp,
const damage_unit du 
) const

Definition at line 6510 of file character.cpp.

6511{
6512 return mutation_armor( bp ).get_effective_resist( du );
6513}
float get_effective_resist(const damage_unit &du) const
Definition: damage.cpp:217

References resistances::get_effective_resist(), and mutation_armor().

◆ mutation_armor() [3/3]

float Character::mutation_armor ( bodypart_id  bp,
damage_type  dt 
) const

Definition at line 6505 of file character.cpp.

6506{
6507 return mutation_armor( bp ).type_resist( dt );
6508}
float type_resist(damage_type dt) const
Definition: damage.cpp:213

References mutation_armor(), and resistances::type_resist().

◆ mutation_attacks()

std::vector< special_attack > Character::mutation_attacks ( Creature t) const

Returns a vector of valid mutation attacks.

Unarmed increases chance of attacking with mutated body parts Dexterity increases chance of attacking with mutated body parts

Definition at line 1957 of file melee.cpp.

1958{
1959 std::vector<special_attack> ret;
1960
1961 std::string target = t.disp_name();
1962
1963 const body_part_set usable_body_parts = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
1964 const int unarmed = get_skill_level( skill_unarmed );
1965
1966 for( const trait_id &pr : get_mutations() ) {
1967 const mutation_branch &branch = pr.obj();
1968 for( const mut_attack &mut_atk : branch.attacks_granted ) {
1969 // Covered body part
1970 if( mut_atk.bp != num_bp && !usable_body_parts.test( mut_atk.bp ) ) {
1971 continue;
1972 }
1973
1974 /** @EFFECT_UNARMED increases chance of attacking with mutated body parts */
1975 /** @EFFECT_DEX increases chance of attacking with mutated body parts */
1976
1977 // Calculate actor ability value to be compared against mutation attack difficulty and add debug message
1978 const int proc_value = get_dex() + unarmed;
1979 add_msg( m_debug, "%s proc chance: %d in %d", pr.c_str(), proc_value, mut_atk.chance );
1980 // If the mutation attack fails to proc, bail out
1981 if( !x_in_y( proc_value, mut_atk.chance ) ) {
1982 continue;
1983 }
1984
1985 // If player has any blocker, bail out
1986 if( std::any_of( mut_atk.blocker_mutations.begin(), mut_atk.blocker_mutations.end(),
1987 [this]( const trait_id & blocker ) {
1988 return has_trait( blocker );
1989 } ) ) {
1990 add_msg( m_debug, "%s not procing: blocked", pr.c_str() );
1991 continue;
1992 }
1993
1994 // Player must have all needed traits
1995 if( !std::all_of( mut_atk.required_mutations.begin(), mut_atk.required_mutations.end(),
1996 [this]( const trait_id & need ) {
1997 return has_trait( need );
1998 } ) ) {
1999 add_msg( m_debug, "%s not procing: unmet req", pr.c_str() );
2000 continue;
2001 }
2002
2003 special_attack tmp;
2004 // Ugly special case: player's strings have only 1 variable, NPC have 2
2005 // Can't use <npcname> here
2006 // TODO: Fix
2007 if( is_player() ) {
2008 tmp.text = string_format( _( mut_atk.attack_text_u ), target );
2009 } else {
2010 tmp.text = string_format( _( mut_atk.attack_text_npc ), name, target );
2011 }
2012
2013 // Attack starts here
2014 if( mut_atk.hardcoded_effect ) {
2015 tmp.damage = hardcoded_mutation_attack( *this, pr );
2016 } else {
2017 damage_instance dam = mut_atk.base_damage;
2018 damage_instance scaled = mut_atk.strength_damage;
2019 scaled.mult_damage( std::min<float>( 15.0f, get_str() ), true );
2020 dam.add( scaled );
2021
2022 tmp.damage = dam;
2023 }
2024
2025 if( tmp.damage.total_damage() > 0.0f ) {
2026 ret.emplace_back( tmp );
2027 } else {
2028 add_msg( m_debug, "%s not procing: zero damage", pr.c_str() );
2029 }
2030 }
2031 }
2032
2033 return ret;
2034}
static damage_instance hardcoded_mutation_attack(const Character &u, const trait_id &id)
Definition: melee.cpp:1903
float total_damage() const
Definition: damage.cpp:75
void add(const damage_instance &added_di)
Definition: damage.cpp:93
std::string attack_text_u
Text printed when the attack is proced by you.
Definition: mutation.h:39
std::set< trait_id > blocker_mutations
Need none of those to qualify for this attack.
Definition: mutation.h:45
std::set< trait_id > required_mutations
Need all of those to qualify for this attack.
Definition: mutation.h:43
int chance
Chance to proc is one_in( chance - dex - unarmed )
Definition: mutation.h:51
body_part bp
If not num_bp, this body part needs to be uncovered for the attack to proc.
Definition: mutation.h:48
damage_instance base_damage
Definition: mutation.h:53
bool hardcoded_effect
Should be true when and only when this attack needs hardcoded handling.
Definition: mutation.h:58
damage_instance strength_damage
Multiplied by strength and added to the above.
Definition: mutation.h:55
std::string attack_text_npc
As above, but for npc.
Definition: mutation.h:41
std::vector< mut_attack > attacks_granted
Attacks granted by this mutation.
Definition: mutation.h:250
std::string text
Definition: character.h:198
damage_instance damage
Definition: character.h:199

References _, damage_instance::add(), add_msg(), mut_attack::attack_text_npc, mut_attack::attack_text_u, mutation_branch::attacks_granted, mut_attack::base_damage, mut_attack::blocker_mutations, mut_attack::bp, mut_attack::chance, special_attack::damage, Creature::disp_name(), exclusive_flag_coverage(), get_dex(), get_mutations(), get_skill_level(), get_str(), mut_attack::hardcoded_effect, hardcoded_mutation_attack(), Creature::is_player(), m_debug, damage_instance::mult_damage(), name, num_bp, mut_attack::required_mutations, cata::hash64_detail::ret, skill_unarmed, mut_attack::strength_damage, string_format(), body_part_set::test(), special_attack::text, damage_instance::total_damage(), and x_in_y().

Referenced by perform_special_attacks().

◆ mutation_chances()

std::map< trait_id, float > Character::mutation_chances ( ) const

Calculate percentage chances for mutations.

Definition at line 752 of file mutation.cpp.

753{
754 bool force_bad = false;
755 const bool force_good = false;
757 force_bad = true;
758 }
759
760 int current_score = genetic_score( *this );
761 // 10/10/10/10 in stats, balanced traits, plus tip
762 int expected_score = 4 * 10 + 6;
763 int direction = expected_score - current_score;
764
765 // Duplicates allowed - they'll increase chances of change
766 std::vector<potential_mutation> potential;
767
768 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
769 const trait_id &base_mutation = traits_iter.id;
770 const mutation_branch &base_mdata = traits_iter;
771 bool thresh_save = base_mdata.threshold;
772 bool prof_save = base_mdata.profession;
773 bool purify_save = !base_mdata.purifiable;
774 bool can_remove = !thresh_save && !prof_save && !purify_save;
775
776 if( has_trait( base_mutation ) ) {
777 for( const trait_id &mutation : base_mdata.replacements ) {
778 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
779 potential.emplace_back( base_mutation, mutation, 3 );
780 }
781 }
782
783 for( const trait_id &mutation : base_mdata.additions ) {
784 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
785 potential.emplace_back( trait_id::NULL_ID(), mutation, 3 );
786 }
787 }
788
789 // Removal or downgrade (if possible)
790 if( can_remove ) {
791 potential.emplace_back( base_mutation, trait_id::NULL_ID(), 2 );
792 }
793 } else {
794 // Addition from nothing
795 // Duplicates addition above, but that's OK, we need to handle dupes anyway
796 if( base_mutation->valid && mutation_ok( base_mutation, force_good, force_bad ) ) {
797 potential.emplace_back( trait_id::NULL_ID(), base_mutation, 1 );
798 }
799 }
800 }
801
802 // We need all mutation categories in here
803 std::map<std::string, int> padded_mut_cat_lvl = mutation_category_level;
804 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
805 for( const std::string &cat : traits_iter.category ) {
806 // Will do nothing if it exists already
807 padded_mut_cat_lvl.insert( std::make_pair( cat, 0 ) );
808 }
809 }
810
811 const std::map<std::string, float> add_weighs =
812 calc_category_weights( padded_mut_cat_lvl, true );
813 const std::map<std::string, float> rem_weighs =
814 calc_category_weights( padded_mut_cat_lvl, false );
815
816 // Not normalized
817 std::map<trait_id, float> chances;
818
819 // Warning: has duplicates
820 for( const potential_mutation &pm : potential ) {
821 int cost_from = pm.from.is_valid() ? pm.from->cost : 0;
822 int cost_to = pm.to.is_valid() ? pm.to->cost : 0;
823 int score_diff = cost_to - cost_from;
824
825 if( pm.to.is_valid() ) {
826 float cat_mod = std::accumulate( pm.to->category.begin(), pm.to->category.end(), 0.0f,
827 [&add_weighs]( float m, const std::string & cat ) {
828 return std::max( m, add_weighs.at( cat ) );
829 } );
830 float c = score_difference_to_chance( direction + score_diff );
831 chances[pm.to] += c * cat_mod;
832 } else if( pm.from.is_valid() ) {
833 float cat_mod = std::accumulate( pm.from->category.begin(), pm.from->category.end(), 0.0f,
834 [&rem_weighs]( float m, const std::string & cat ) {
835 return std::min( m, rem_weighs.at( cat ) );
836 } );
837 float c = score_difference_to_chance( direction - score_diff );
838 chances[pm.from] += c * cat_mod;
839 }
840 }
841
842 return normalized_map( chances );
843}
direction
Definition: line.h:39
constexpr double c
Definition: magic.cpp:1032
static float score_difference_to_chance(float diff)
Definition: mutation.cpp:690
static T normalized_map(const T &ctn)
Definition: mutation.cpp:699
static int genetic_score(const Character &c)
Definition: mutation.cpp:683
static std::map< std::string, float > calc_category_weights(const std::map< std::string, int > &mcl, bool addition)
Definition: mutation.cpp:719
static const std::vector< mutation_branch > & get_all()
All known mutations.
bool purifiable
Definition: mutation.h:81
std::vector< trait_id > additions
Definition: mutation.h:264

References mutation_branch::additions, c, calc_category_weights(), genetic_score(), mutation_branch::get_all(), has_trait(), string_id< T >::id(), mutation_category_level, mutation_ok(), normalized_map(), string_id< mutation_branch >::NULL_ID(), mutation_branch::profession, mutation_branch::purifiable, mutation_branch::replacements, score_difference_to_chance(), mutation_branch::threshold, trait_CHAOTIC_BAD, and mutation_branch::valid.

Referenced by debug_menu::debug(), and mutate().

◆ mutation_effect()

void Character::mutation_effect ( const trait_id mut)

Handles things like removal of armor, etc.

Definition at line 258 of file mutation.cpp.

259{
260 if( mut == trait_GLASSJAW ) {
261 recalc_hp();
262
263 } else if( mut == trait_STR_ALPHA ) {
264 if( str_max < 16 ) {
265 str_max = 8 + str_max / 2;
266 }
267 apply_mods( mut, true );
268 recalc_hp();
269 } else if( mut == trait_DEX_ALPHA ) {
270 if( dex_max < 16 ) {
271 dex_max = 8 + dex_max / 2;
272 }
273 apply_mods( mut, true );
274 } else if( mut == trait_INT_ALPHA ) {
275 if( int_max < 16 ) {
276 int_max = 8 + int_max / 2;
277 }
278 apply_mods( mut, true );
279 } else if( mut == trait_INT_SLIME ) {
280 int_max *= 2; // Now, can you keep it? :-)
281
282 } else if( mut == trait_PER_ALPHA ) {
283 if( per_max < 16 ) {
284 per_max = 8 + per_max / 2;
285 }
286 apply_mods( mut, true );
287 } else {
288 apply_mods( mut, true );
289 }
290
292
293 const auto &branch = mut.obj();
294 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
295 branch.hp_adjustment != 0.0f ) {
296 recalc_hp();
297 }
298
299 remove_worn_items_with( [&]( item & armor ) {
300 static const std::string mutation_safe = "OVERSIZE";
301 if( armor.has_flag( mutation_safe ) ) {
302 return false;
303 }
304 if( !branch.conflicts_with_item( armor ) ) {
305 return false;
306 }
307
309 _( "Your %s is pushed off!" ),
310 _( "<npcname>'s %s is pushed off!" ),
311 armor.tname() );
312 get_map().add_item_or_charges( pos(), armor );
313 return true;
314 } );
315
316 if( branch.starts_active ) {
317 my_mutations[mut].powered = true;
318 }
319
320 on_mutation_gain( mut );
321}
std::list< item > remove_worn_items_with(std::function< bool(item &)> filter)
Similar to remove_items_with, but considers only worn items and not their content (item::contents is ...
Definition: character.cpp:2347
static const trait_id trait_PER_ALPHA("PER_ALPHA")
static const trait_id trait_STR_ALPHA("STR_ALPHA")
static const trait_id trait_GLASSJAW("GLASSJAW")
static const trait_id trait_DEX_ALPHA("DEX_ALPHA")
static const trait_id trait_INT_SLIME("INT_SLIME")
static const trait_id trait_INT_ALPHA("INT_ALPHA")

References _, Creature::add_msg_player_or_npc(), apply_mods(), dex_max, get_map(), item::has_flag(), int_max, m_bad, my_mutations, string_id< T >::obj(), on_mutation_gain(), per_max, pos(), recalc_hp(), recalculate_size(), remove_worn_items_with(), str_max, item::tname(), trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_wear(), set_mutation(), and switch_mutations().

◆ mutation_loss_effect()

void Character::mutation_loss_effect ( const trait_id mut)

Handles what happens when you lose a mutation.

Definition at line 323 of file mutation.cpp.

324{
325 if( mut == trait_GLASSJAW ) {
326 recalc_hp();
327
328 } else if( mut == trait_STR_ALPHA ) {
329 apply_mods( mut, false );
330 if( str_max < 16 ) {
331 str_max = 2 * ( str_max - 8 );
332 }
333 recalc_hp();
334 } else if( mut == trait_DEX_ALPHA ) {
335 apply_mods( mut, false );
336 if( dex_max < 16 ) {
337 dex_max = 2 * ( dex_max - 8 );
338 }
339 } else if( mut == trait_INT_ALPHA ) {
340 apply_mods( mut, false );
341 if( int_max < 16 ) {
342 int_max = 2 * ( int_max - 8 );
343 }
344 } else if( mut == trait_INT_SLIME ) {
345 int_max /= 2; // In case you have a freak accident with the debug menu ;-)
346
347 } else if( mut == trait_PER_ALPHA ) {
348 apply_mods( mut, false );
349 if( per_max < 16 ) {
350 per_max = 2 * ( per_max - 8 );
351 }
352 } else {
353 apply_mods( mut, false );
354 }
355
357
358 const auto &branch = mut.obj();
359 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
360 branch.hp_adjustment != 0.0f ) {
361 recalc_hp();
362 }
363
364 on_mutation_loss( mut );
365}
void on_mutation_loss(const trait_id &mid)
Called when a mutation is lost.
Definition: character.cpp:9903

References apply_mods(), dex_max, int_max, string_id< T >::obj(), on_mutation_loss(), per_max, recalc_hp(), recalculate_size(), str_max, trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_takeoff(), switch_mutations(), and unset_mutation().

◆ mutation_ok()

bool Character::mutation_ok ( const trait_id mutation,
bool  force_good,
bool  force_bad 
) const

Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing.

Definition at line 639 of file mutation.cpp.

640{
641 if( !is_category_allowed( mutation->category ) ) {
642 return false;
643 }
644 if( mutation_branch::trait_is_blacklisted( mutation ) ) {
645 return false;
646 }
647 if( has_trait( mutation ) || has_child_flag( mutation ) ) {
648 // We already have this mutation or something that replaces it.
649 return false;
650 }
651
652 for( const bionic_id &bid : get_bionics() ) {
653 for( const trait_id &mid : bid->canceled_mutations ) {
654 if( mid == mutation ) {
655 return false;
656 }
657 }
658 }
659
660 const mutation_branch &mdata = mutation.obj();
661 if( force_bad && mdata.points > 0 ) {
662 // This is a good mutation, and we're due for a bad one.
663 return false;
664 }
665
666 if( force_good && mdata.points < 0 ) {
667 // This is a bad mutation, and we're due for a good one.
668 return false;
669 }
670
671 return true;
672}
bool is_category_allowed(const std::vector< std::string > &category) const
Returns true if this category of mutation is allowed.
Definition: mutation.cpp:373
std::vector< std::string > category
Definition: mutation.h:265
static bool trait_is_blacklisted(const trait_id &tid)
Check if the trait with the given ID is blacklisted.

References mutation_branch::category, get_bionics(), has_child_flag(), has_trait(), is_category_allowed(), string_id< T >::obj(), mutation_branch::points, and mutation_branch::trait_is_blacklisted().

Referenced by mutate_category(), mutation_chances(), and old_mutate().

◆ mutation_spend_resources()

void Character::mutation_spend_resources ( const trait_id mut)

Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation).

Definition at line 1723 of file mutation.cpp.

1724{
1725 const mutation_branch &mdata = mut.obj();
1726 trait_data &tdata = my_mutations[mut];
1727 int cost = mdata.cost;
1728 if( tdata.powered && tdata.charge > 0 ) {
1729 // Already-on units just lose a bit of charge
1730 tdata.charge--;
1731 } else {
1732 // Not-on units, or those with zero charge, have to pay the power cost
1733 if( mdata.cooldown > 0 ) {
1734 tdata.charge = mdata.cooldown - 1;
1735 }
1736 if( mdata.hunger ) {
1737 // burn some energy
1738 mod_stored_kcal( -cost * 6 );
1739 }
1740 if( mdata.thirst ) {
1741 mod_thirst( cost );
1742 }
1743 if( mdata.fatigue ) {
1744 mod_fatigue( cost );
1745 }
1746
1747 // Handle stat changes from activation
1748 apply_mods( mut, true );
1750 }
1751}

References apply_mods(), Character::trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, mutation_branch::fatigue, mutation_branch::hunger, mod_fatigue(), mod_stored_kcal(), mod_thirst(), my_mutations, string_id< T >::obj(), Character::trait_data::powered, recalc_sight_limits(), and mutation_branch::thirst.

Referenced by activate_mutation(), iexamine::ledge(), and game::vertical_move().

◆ mutation_value()

float Character::mutation_value ( const std::string &  val) const

Goes over all mutations, gets min and max of a value with given name.

Returns
min( 0, lowest ) + max( 0, highest )

Definition at line 6751 of file character.cpp.

6752{
6753 // Syntax similar to tuple get<n>()
6754 const auto found = mutation_value_map.find( val );
6755
6756 if( found == mutation_value_map.end() ) {
6757 debugmsg( "Invalid mutation value name %s", val );
6758 return 0.0f;
6759 } else {
6760 return found->second( cached_mutations );
6761 }
6762}
static const std::map< std::string, std::function< float(std::vector< const mutation_branch * >)> > mutation_value_map
Definition: character.cpp:6713

References cached_mutations, debugmsg, and mutation_value_map.

Referenced by attack_cost(), calc_needs_rates(), draw_speed_tab(), get_stamina_max(), healing_rate(), healing_rate_medicine(), hearing_ability(), is_immune_effect(), known_magic::mana_regen_rate(), known_magic::max_mana(), mend(), metabolic_rate_base(), overmap_sight_range(), read_speed(), recalc_hp(), player::recalc_speed_bonus(), regen(), reset_stats(), run_cost(), rust_rate(), swim_speed(), update_stamina(), visibility(), game::walk_move(), and weight_capacity().

◆ natural_attack_restricted_on()

bool Character::natural_attack_restricted_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag.

Definition at line 1856 of file character.cpp.

1857{
1858 for( const item &i : worn ) {
1859 if( i.covers( bp->token ) && !i.has_flag( "ALLOWS_NATURAL_ATTACKS" ) &&
1860 !i.has_flag( "SEMITANGIBLE" ) &&
1861 !i.has_flag( "PERSONAL" ) && !i.has_flag( "AURA" ) ) {
1862 return true;
1863 }
1864 }
1865 return false;
1866}

References worn.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ nearby()

std::vector< item_location > Character::nearby ( const std::function< bool(const item *, const item *)> &  func,
int  radius = 1 
) const

Returns nearby items which match the provided predicate.

Definition at line 2252 of file character.cpp.

2254{
2255 std::vector<item_location> res;
2256
2257 visit_items( [&]( const item * e, const item * parent ) {
2258 if( func( e, parent ) ) {
2259 res.emplace_back( const_cast<Character &>( *this ), const_cast<item *>( e ) );
2260 }
2261 return VisitResponse::NEXT;
2262 } );
2263
2264 for( const auto &cur : map_selector( pos(), radius ) ) {
2265 cur.visit_items( [&]( const item * e, const item * parent ) {
2266 if( func( e, parent ) ) {
2267 res.emplace_back( cur, const_cast<item *>( e ) );
2268 }
2269 return VisitResponse::NEXT;
2270 } );
2271 }
2272
2273 for( const auto &cur : vehicle_selector( pos(), radius ) ) {
2274 cur.visit_items( [&]( const item * e, const item * parent ) {
2275 if( func( e, parent ) ) {
2276 res.emplace_back( cur, const_cast<item *>( e ) );
2277 }
2278 return VisitResponse::NEXT;
2279 } );
2280 }
2281
2282 return res;
2283}

References NEXT, pos(), and visitable< Character >::visit_items().

Referenced by bandolier_actor::reload(), and npc::within_boundaries_of_camp().

◆ normalize()

void Character::normalize ( )
overridevirtual

Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own!

Reimplemented from Creature.

Reimplemented in player.

Definition at line 3470 of file character.cpp.

3471{
3473
3474 martial_arts_data->reset_style();
3476
3477 set_body();
3478 recalc_hp();
3479}
virtual void normalize()
Recreates the Creature from scratch.
Definition: creature.cpp:121

References martial_arts_data, Creature::normalize(), recalc_hp(), Creature::set_body(), calendar::start_of_cataclysm, and weapon.

Referenced by player::normalize().

◆ num_bionics()

int Character::num_bionics ( ) const

Returns the size of my_bionics[].

Definition at line 2614 of file bionics.cpp.

2615{
2616 return my_bionics->size();
2617}

References my_bionics.

Referenced by conditional_t< T >::set_has_bionics().

◆ nutrition_for()

int Character::nutrition_for ( const item comest) const

Handles the nutrition value for a comestible.

Definition at line 460 of file consumption.cpp.

461{
463}
static constexpr float kcal_per_nutr
1 nutr ~= 8.7kcal (1 nutr/5min = 288 nutr/day at 2500kcal/day)
Definition: itype.h:180
int kcal
amount of kcal this food has
Definition: stomach.h:18

References compute_effective_nutrients(), nutrients::kcal, and islot_comestible::kcal_per_nutr.

Referenced by iuse::blech(), consume_effects(), npc::decide_needs(), player::eat(), iuse::plantblech(), and npc::value().

◆ old_mutate()

void Character::old_mutate ( )
private

Definition at line 887 of file mutation.cpp.

888{
889 bool force_bad = one_in( 3 );
890 bool force_good = false;
891 if( has_trait( trait_ROBUST ) && force_bad ) {
892 // Robust Genetics gives you a 33% chance for a good mutation,
893 // instead of the 33% chance of a bad one.
894 force_bad = false;
895 force_good = true;
896 }
898 force_bad = true;
899 force_good = false;
900 }
901
902 // Determine the highest mutation category
903 std::string cat = get_highest_category();
904
905 if( !is_category_allowed( cat ) ) {
906 cat.clear();
907 }
908
909 // See if we should upgrade/extend an existing mutation...
910 std::vector<trait_id> upgrades;
911
912 // ... or remove one that is not in our highest category
913 std::vector<trait_id> downgrades;
914
915 // For each mutation...
916 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
917 const trait_id &base_mutation = traits_iter.id;
918 const mutation_branch &base_mdata = traits_iter;
919 bool thresh_save = base_mdata.threshold;
920 bool prof_save = base_mdata.profession;
921 // are we unpurifiable? (saved from mutating away)
922 bool purify_save = !base_mdata.purifiable;
923
924 // ...that we have...
925 if( has_trait( base_mutation ) ) {
926 // ...consider the mutations that replace it.
927 for( const trait_id &mutation : base_mdata.replacements ) {
928 bool valid_ok = mutation->valid;
929
930 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
931 ( valid_ok ) ) {
932 upgrades.push_back( mutation );
933 }
934 }
935
936 // ...consider the mutations that add to it.
937 for( const trait_id &mutation : base_mdata.additions ) {
938 bool valid_ok = mutation->valid;
939
940 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
941 ( valid_ok ) ) {
942 upgrades.push_back( mutation );
943 }
944 }
945
946 // ...consider whether its in our highest category
947 if( has_trait( base_mutation ) && !has_base_trait( base_mutation ) ) {
948 // Starting traits don't count toward categories
949 std::vector<trait_id> group = mutations_category[cat];
950 bool in_cat = false;
951 for( const trait_id &elem : group ) {
952 if( elem == base_mutation ) {
953 in_cat = true;
954 break;
955 }
956 }
957
958 // mark for removal
959 // no removing Thresholds/Professions this way!
960 // unpurifiable traits also cannot be purified
961 if( !in_cat && !thresh_save && !prof_save && !purify_save ) {
962 if( one_in( 4 ) ) {
963 downgrades.push_back( base_mutation );
964 }
965 }
966 }
967 }
968 }
969
970 // Preliminary round to either upgrade or remove existing mutations
971 if( one_in( 2 ) ) {
972 if( !upgrades.empty() ) {
973 // (upgrade count) chances to pick an upgrade, 4 chances to pick something else.
974 size_t roll = rng( 0, upgrades.size() + 4 );
975 if( roll < upgrades.size() ) {
976 // We got a valid upgrade index, so use it and return.
977 mutate_towards( upgrades[roll] );
978 return;
979 }
980 }
981 } else {
982 // Remove existing mutations that don't fit into our category
983 if( !downgrades.empty() && !cat.empty() ) {
984 size_t roll = rng( 0, downgrades.size() + 4 );
985 if( roll < downgrades.size() ) {
986 remove_mutation( downgrades[roll] );
987 return;
988 }
989 }
990 }
991
992 std::vector<trait_id> valid; // Valid mutations
993 bool first_pass = true;
994
995 do {
996 // If we tried once with a non-NULL category, and couldn't find anything valid
997 // there, try again with empty category
998 // CHAOTIC_BAD lets the game pull from any category by default
999 if( !first_pass || has_trait( trait_CHAOTIC_BAD ) ) {
1000 cat.clear();
1001 }
1002
1003 if( cat.empty() ) {
1004 // Pull the full list
1005 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
1006 if( traits_iter.valid && is_category_allowed( traits_iter.category ) ) {
1007 valid.push_back( traits_iter.id );
1008 }
1009 }
1010 } else {
1011 // Pull the category's list
1012 valid = mutations_category[cat];
1013 }
1014
1015 // Remove anything we already have, that we have a child of, or that
1016 // goes against our intention of a good/bad mutation
1017 for( size_t i = 0; i < valid.size(); i++ ) {
1018 if( ( !mutation_ok( valid[i], force_good, force_bad ) ) ||
1019 ( !valid[i]->valid ) ) {
1020 valid.erase( valid.begin() + i );
1021 i--;
1022 }
1023 }
1024
1025 if( valid.empty() ) {
1026 // So we won't repeat endlessly
1027 first_pass = false;
1028 }
1029 } while( valid.empty() && !cat.empty() );
1030
1031 if( valid.empty() ) {
1032 // Couldn't find anything at all!
1033 return;
1034 }
1035
1036 if( mutate_towards( random_entry( valid ) ) ) {
1037 return;
1038 } else {
1039 // if mutation failed (errors, post-threshold pick), try again once.
1040 mutate_towards( random_entry( valid ) );
1041 }
1042}
std::string get_highest_category() const
Returns the highest mutation category.
Definition: character.cpp:7970
group
Definition: sounds.h:125

References mutation_branch::additions, mutation_branch::get_all(), get_highest_category(), has_base_trait(), has_trait(), string_id< T >::id(), is_category_allowed(), mutate_towards(), mutation_ok(), mutations_category, one_in(), mutation_branch::profession, mutation_branch::purifiable, random_entry(), remove_mutation(), mutation_branch::replacements, rng(), mutation_branch::threshold, trait_CHAOTIC_BAD, trait_ROBUST, and mutation_branch::valid.

Referenced by mutate().

◆ on_damage_of_type()

void Character::on_damage_of_type ( int  adjusted_damage,
damage_type  type,
const bodypart_id bp 
)
overrideprotectedvirtual

Reimplemented from Creature.

Definition at line 4495 of file character.cpp.

4496{
4497 // Electrical damage has a chance to temporarily incapacitate bionics in the damaged body_part.
4498 if( type == DT_ELECTRIC ) {
4499 const time_duration min_disable_time = 10_turns * adjusted_damage;
4500 for( bionic &i : *my_bionics ) {
4501 if( !i.powered ) {
4502 // Unpowered bionics are protected from power surges.
4503 continue;
4504 }
4505 const auto &info = i.info();
4506 if( info.has_flag( STATIC( flag_str_id( "BIONIC_SHOCKPROOF" ) ) )
4507 || info.has_flag( STATIC( flag_str_id( "BIONIC_FAULTY" ) ) ) ) {
4508 continue;
4509 }
4510 const std::map<bodypart_str_id, int> &bodyparts = info.occupied_bodyparts;
4511 if( bodyparts.find( bp.id() ) != bodyparts.end() ) {
4512 const int bp_hp = get_part_hp_cur( bp );
4513 // The chance to incapacitate is as high as 50% if the attack deals damage equal to one third of the body part's current health.
4514 if( x_in_y( adjusted_damage * 3, bp_hp ) && one_in( 2 ) ) {
4515 if( i.incapacitated_time == 0_turns ) {
4516 add_msg_if_player( m_bad, _( "Your %s bionic shorts out!" ), info.name );
4517 }
4518 i.incapacitated_time += rng( min_disable_time, 10 * min_disable_time );
4519 }
4520 }
4521 }
4522 }
4523}
#define STATIC(expr)
The purpose of this macro is to provide a concise syntax for creation of inline literals (std::string...
Definition: make_static.h:24
string_id< json_flag > flag_str_id
Definition: type_id.h:210

References _, Creature::add_msg_if_player(), DT_ELECTRIC, Creature::get_part_hp_cur(), int_id< T >::id(), m_bad, my_bionics, one_in(), rng(), STATIC, type, and x_in_y().

◆ on_effect_int_change()

void Character::on_effect_int_change ( const efftype_id effect_type,
int  intensity,
const bodypart_str_id bp 
)
overridevirtual

Called when effect intensity has been changed.

Reimplemented from Creature.

Definition at line 9882 of file character.cpp.

9884{
9885 // Adrenaline can reduce perceived pain (or increase it when you enter comedown).
9886 // See @ref get_perceived_pain()
9888 // Note that calling this does no harm if it wasn't changed.
9889 on_stat_change( "perceived_pain", get_perceived_pain() );
9890 }
9891
9892 morale->on_effect_int_change( effect_type, intensity, bp );
9893}

References effect_adrenaline, Creature::get_perceived_pain(), morale, and on_stat_change().

Referenced by load(), and Creature::load().

◆ on_hit()

void Character::on_hit ( Creature source,
bodypart_id  bp_hit,
float  difficulty,
dealt_projectile_attack const *  proj 
)
overridevirtual

This creature just got hit by an attack - possibly special/ranged attack - from source.

Players should train dodge, possibly counter-attack somehow.

Implements Creature.

Reimplemented in player.

Definition at line 8397 of file character.cpp.

8399{
8400 enchantment_cache->cast_hit_me( *this, source );
8401}

References enchantment_cache.

Referenced by melee_attack(), and player::on_hit().

◆ on_hurt()

void Character::on_hurt ( Creature source,
bool  disturb = true 
)

Handles effects that happen when the player is damaged and aware of the fact.

Definition at line 8697 of file character.cpp.

8698{
8700 ( get_part_hp_cur( bodypart_id( "head" ) ) < 25 ||
8701 get_part_hp_cur( bodypart_id( "torso" ) ) < 15 ) ) {
8702 add_effect( effect_adrenaline, 20_minutes );
8703 }
8704
8705 if( disturb ) {
8707 wake_up();
8708 }
8709 if( !is_npc() && !has_effect( effect_narcosis ) ) {
8710 if( source != nullptr ) {
8711 g->cancel_activity_or_ignore_query( distraction_type::attacked,
8712 string_format( _( "You were attacked by %s!" ),
8713 source->disp_name() ) );
8714 } else {
8715 g->cancel_activity_or_ignore_query( distraction_type::attacked, _( "You were hurt!" ) );
8716 }
8717 }
8718 }
8719}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_ADRENALINE("ADRENALINE")
void wake_up()
Removes "sleep" and "lying_down".
Definition: character.cpp:7673

References _, Creature::add_effect(), attacked, Creature::disp_name(), effect_adrenaline, effect_narcosis, effect_sleep, g, Creature::get_part_hp_cur(), Creature::has_effect(), has_trait(), Creature::is_npc(), string_format(), trait_ADRENALINE, and wake_up().

Referenced by apply_damage(), deal_damage(), and hurtall().

◆ on_item_takeoff()

void Character::on_item_takeoff ( const item it)

Called when an item is taken off.

Definition at line 9869 of file character.cpp.

9870{
9871 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9872 mutation_loss_effect( mut );
9875 if( get_stamina() > get_stamina_max() ) {
9877 }
9878 }
9879 morale->on_item_takeoff( it );
9880}
void mutation_loss_effect(const trait_id &mut)
Handles what happens when you lose a mutation.
Definition: mutation.cpp:323
std::vector< trait_id > mutations_from_wearing(const Character &guy) const
Definition: item.cpp:8951

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_loss_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by item::on_takeoff().

◆ on_item_wear()

void Character::on_item_wear ( const item it)

Called when an item is worn.

Definition at line 9854 of file character.cpp.

9855{
9856 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9857 mutation_effect( mut );
9860
9861 // If the stamina is higher than the max (Languorous), set it back to max
9862 if( get_stamina() > get_stamina_max() ) {
9864 }
9865 }
9866 morale->on_item_wear( it );
9867}
void mutation_effect(const trait_id &mut)
Handles things like removal of armor, etc.
Definition: mutation.cpp:258

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by debug_menu::character_edit_menu(), load(), and item::on_wear().

◆ on_mutation_gain()

void Character::on_mutation_gain ( const trait_id mid)

Called when a mutation is gained.

Definition at line 9895 of file character.cpp.

9896{
9897 morale->on_mutation_gain( mid );
9898 magic->on_mutation_gain( mid, *this );
9899 update_type_of_scent( mid );
9900 recalculate_enchantment_cache(); // mutations can have enchantments
9901}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by add_bionic(), known_magic::learn_spell(), load(), and mutation_effect().

◆ on_mutation_loss()

void Character::on_mutation_loss ( const trait_id mid)

Called when a mutation is lost.

Definition at line 9903 of file character.cpp.

9904{
9905 morale->on_mutation_loss( mid );
9906 magic->on_mutation_loss( mid );
9907 update_type_of_scent( mid, false );
9908 recalculate_enchantment_cache(); // mutations can have enchantments
9909}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by mutation_loss_effect().

◆ on_stat_change()

void Character::on_stat_change ( const std::string &  stat,
int  value 
)
overridevirtual

Called when a stat is changed.

Reimplemented from Creature.

Definition at line 9911 of file character.cpp.

9912{
9913 morale->on_stat_change( stat, value );
9914}

References morale.

Referenced by load(), Creature::load(), on_effect_int_change(), set_fatigue(), player::set_pain(), set_painkiller(), and set_thirst().

◆ on_worn_item_washed()

void Character::on_worn_item_washed ( const item it)

Called when an item is washed.

Definition at line 9847 of file character.cpp.

9848{
9849 if( is_worn( it ) ) {
9850 morale->on_worn_item_washed( it );
9851 }
9852}

References is_worn(), and morale.

Referenced by wash_activity_actor::finish().

◆ operator=() [1/2]

Character & Character::operator= ( Character &&  )
protecteddefault

◆ operator=() [2/2]

Character & Character::operator= ( const Character )
delete

◆ overmap_los()

bool Character::overmap_los ( const tripoint_abs_omt omt,
int  sight_points 
)

Returns true if overmap tile is within player line-of-sight.

Definition at line 748 of file character.cpp.

749{
751 const point_rel_omt offset = omt.xy() - ompos.xy();
752 if( offset.x() < -sight_points || offset.x() > sight_points ||
753 offset.y() < -sight_points || offset.y() > sight_points ) {
754 // Outside maximum sight range
755 return false;
756 }
757
758 // TODO: fix point types
759 const std::vector<tripoint> line = line_to( ompos.raw(), omt.raw(), 0, 0 );
760 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) {
761 const tripoint &pt = line[i];
762 const oter_id &ter = overmap_buffer.ter( tripoint_abs_omt( pt ) );
763 sight_points -= static_cast<int>( ter->get_see_cost() );
764 if( sight_points < 0 ) {
765 return false;
766 }
767 }
768 return true;
769}
constexpr auto & x()
Definition: coordinates.h:118
constexpr Point & raw()
Definition: coordinates.h:111
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
constexpr scale omt
Definition: coordinates.h:32
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), global_omt_location(), line(), line_to(), coords::omt, overmap_buffer, coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::ter(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), and coords::coord_point< Point, Origin, Scale >::y().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), and overmap_ui::draw_overmap_chunk().

◆ overmap_sight_range()

int Character::overmap_sight_range ( int  light_level) const

Returns the distance the player can see on the overmap.

Definition at line 771 of file character.cpp.

772{
773 int sight = sight_range( light_level );
774 if( sight < SEEX ) {
775 return 0;
776 }
777 if( sight <= SEEX * 4 ) {
778 return ( sight / ( SEEX / 2 ) );
779 }
780
781 sight = 6;
782 // The higher your perception, the farther you can see.
783 sight += static_cast<int>( get_per() / 2 );
784 // The higher up you are, the farther you can see.
785 sight += std::max( 0, posz() ) * 2;
786 // Mutations like Scout and Topographagnosia affect how far you can see.
787 sight += mutation_value( "overmap_sight" );
788
789 float multiplier = mutation_value( "overmap_multiplier" );
790 // Binoculars double your sight range.
791 const bool has_optic = ( has_item_with_flag( "ZOOM" ) || has_bionic( bio_eye_optic ) ||
792 ( is_mounted() &&
793 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) );
794 if( has_optic ) {
795 multiplier += 1;
796 }
797
798 sight = std::round( sight * multiplier );
799 return std::max( sight, 3 );
800}
static const bionic_id bio_eye_optic("bio_eye_optic")
int posz() const override
Definition: character.h:785
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:719
static constexpr int SEEX
@ MF_MECH_RECON_VISION
Definition: mtype.h:117

References bio_eye_optic, get_per(), has_bionic(), has_item_with_flag(), is_mounted(), MF_MECH_RECON_VISION, mounted_creature, mutation_value(), posz(), SEEX, and sight_range().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), overmap_ui::draw_overmap_chunk(), and game::update_overmap_seen().

◆ passive_absorb_hit()

void Character::passive_absorb_hit ( const bodypart_id bp,
damage_unit du 
) const

Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.

Only flat bonuses are checked here. Multiplicative ones are checked in player::absorb_hit. The damage amount will never be reduced to less than 0. This is called from player::absorb_hit

Definition at line 8044 of file character.cpp.

8045{
8046 // >0 check because some mutations provide negative armor
8047 // Thin skin check goes before subdermal armor plates because SUBdermal
8048 if( du.amount > 0.0f ) {
8049 // HACK: Get rid of this as soon as CUT and STAB are split
8050 if( du.type == DT_STAB ) {
8051 damage_unit du_copy = du;
8052 du_copy.type = DT_CUT;
8053 du.amount -= mutation_armor( bp, du_copy );
8054 } else {
8055 du.amount -= mutation_armor( bp, du );
8056 }
8057 }
8058 du.amount -= bionic_armor_bonus( bp, du.type ); //Check for passive armor bionics
8059 du.amount -= mabuff_armor_bonus( du.type );
8060 du.amount = std::max( 0.0f, du.amount );
8061}
int mabuff_armor_bonus(damage_type type) const
Returns the armor bonus against given type from martial arts buffs.
float bionic_armor_bonus(const bodypart_id &bp, damage_type dt) const
Check for passive bionics that provide armor, and returns the armor bonus This is called from player:...
Definition: character.cpp:8357

References damage_unit::amount, bionic_armor_bonus(), DT_CUT, DT_STAB, mabuff_armor_bonus(), mutation_armor(), and damage_unit::type.

Referenced by absorb_hit(), and player::immune_to().

◆ passive_power_gen()

void Character::passive_power_gen ( int  b)

Passively produce power from PERPETUAL fuel.

Definition at line 1311 of file bionics.cpp.

1312{
1313 const bionic &bio = ( *my_bionics )[b];
1314 const float passive_fuel_efficiency = bio.info().passive_fuel_efficiency;
1315 if( bio.info().fuel_opts.empty() || bio.is_this_fuel_powered( fuel_type_muscle ) ||
1316 passive_fuel_efficiency == 0.0 ) {
1317 return;
1318 }
1319 const float effective_passive_efficiency = get_effective_efficiency( b, passive_fuel_efficiency );
1320 const std::vector<itype_id> &fuel_available = get_fuel_available( bio.id );
1321 map &here = get_map();
1322
1323 for( const itype_id &fuel : fuel_available ) {
1324 const item &tmp_fuel = item( fuel );
1325 const int fuel_energy = tmp_fuel.fuel_energy();
1326 if( !tmp_fuel.has_flag( flag_PERPETUAL ) ) {
1327 continue;
1328 }
1329
1330 if( fuel == fuel_type_sun_light ) {
1331 const double modifier = g->natural_light_level( pos().z ) / default_daylight_level();
1332 mod_power_level( units::from_kilojoule( fuel_energy ) * modifier * effective_passive_efficiency );
1333 } else if( fuel == fuel_type_wind ) {
1334 int vehwindspeed = 0;
1335 const optional_vpart_position vp = here.veh_at( pos() );
1336 if( vp ) {
1337 // vehicle velocity in mph
1338 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1339 }
1341 const double windpower = get_local_windpower( weather.windspeed + vehwindspeed,
1342 overmap_buffer.ter( global_omt_location() ), pos(), weather.winddirection,
1343 g->is_sheltered( pos() ) );
1344 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_passive_efficiency );
1345 } else {
1346 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_passive_efficiency );
1347 }
1348
1349 heat_emission( b, fuel_energy );
1350 if( bio.info().power_gen_emission ) {
1351 here.emit_field( pos(), bio.info().power_gen_emission );
1352 }
1353 }
1354}
float passive_fuel_efficiency
Fraction of fuel energy passively converted to bionic power.
Definition: bionics.h:69

References b, default_daylight_level(), map::emit_field(), flag_PERPETUAL(), units::from_kilojoule(), item::fuel_energy(), bionic_data::fuel_opts, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_weather(), global_omt_location(), item::has_flag(), heat_emission(), bionic::id, bionic::info(), bionic::is_this_fuel_powered(), mod_power_level(), overmap_buffer, bionic_data::passive_fuel_efficiency, pos(), bionic_data::power_gen_emission, overmapbuffer::ter(), and map::veh_at().

Referenced by process_bionic().

◆ perform_install()

void Character::perform_install ( bionic_id  bid,
bionic_id  upbid,
int  difficulty,
int  success,
int  pl_skill,
const std::string &  installer_name,
const std::vector< trait_id > &  trait_to_rem 
)

Success or failure of installation happens here.

Definition at line 2314 of file bionics.cpp.

2317{
2318
2319 g->events().send<event_type::installs_cbm>( getID(), bid );
2320 if( upbid != bionic_id( "" ) ) {
2321 remove_bionic( upbid );
2322 //~ %1$s - name of the bionic to be upgraded (inferior), %2$s - name of the upgraded bionic (superior).
2323 add_msg( m_good, _( "Upgraded %1$s to %2$s." ),
2324 upbid.obj().name, bid.obj().name );
2325 } else {
2326 //~ %s - name of the bionic.
2327 add_msg( m_good, _( "Installed %s." ), bid.obj().name );
2328 }
2329
2330 add_bionic( bid );
2331
2332 if( !trait_to_rem.empty() ) {
2333 for( const trait_id &tid : trait_to_rem ) {
2334 if( has_trait( tid ) ) {
2335 remove_mutation( tid );
2336 }
2337 }
2338 }
2339 if( success <= 0 ) {
2340 g->events().send<event_type::fails_to_install_cbm>( getID(), bid );
2341
2342 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2343 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2344 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2345 ( 10.0 ) );
2346 bionics_install_failure( installer_name, difficulty, success, adjusted_skill );
2347 }
2348 get_map().invalidate_map_cache( g->get_levz() );
2349}
void remove_bionic(const bionic_id &b)
Removes a bionic from my_bionics[].
Definition: bionics.cpp:2577
void bionics_install_failure(const std::string &installer, int difficulty, int success, float adjusted_skill)
Definition: bionics.cpp:2391
void invalidate_map_cache(const int zlev)
Definition: map.h:470
@ fails_to_install_cbm

References _, add_bionic(), add_msg(), bionic_id, bionics_install_failure(), fails_to_install_cbm, g, get_map(), getID(), has_trait(), installs_cbm, map::invalidate_map_cache(), m_good, bionic_data::name, string_id< T >::obj(), remove_bionic(), remove_mutation(), and behavior::success.

Referenced by install_bionics(), and activity_handlers::operation_do_turn().

◆ perform_special_attacks()

void Character::perform_special_attacks ( Creature t,
dealt_damage_instance dealt_dam 
)

Performs special attacks and their effects (poisonous, stinger, etc.)

Definition at line 1788 of file melee.cpp.

1789{
1790 std::vector<special_attack> special_attacks = mutation_attacks( t );
1791
1792 bool practiced = false;
1793 for( const auto &att : special_attacks ) {
1794 if( t.is_dead_state() ) {
1795 break;
1796 }
1797
1798 // TODO: Make this hit roll use unarmed skill, not weapon skill + weapon to_hit
1799 int hit_spread = t.deal_melee_attack( this, hit_roll() * 0.8 );
1800 if( hit_spread >= 0 ) {
1801 t.deal_melee_hit( this, hit_spread, false, att.damage, dealt_dam );
1802 if( !practiced ) {
1803 // Practice unarmed, at most once per combo
1804 practiced = true;
1805 as_player()->practice( skill_unarmed, rng( 0, 10 ) );
1806 }
1807 }
1808 int dam = dealt_dam.total_damage();
1809 if( dam > 0 ) {
1810 player_hit_message( this, att.text, t, dam );
1811 }
1812 }
1813}
std::vector< special_attack > mutation_attacks(Creature &t) const
Returns a vector of valid mutation attacks.
Definition: melee.cpp:1957

References Creature::as_player(), Creature::deal_melee_attack(), Creature::deal_melee_hit(), hit_roll(), Creature::is_dead_state(), mutation_attacks(), player_hit_message(), player::practice(), rng(), skill_unarmed, and dealt_damage_instance::total_damage().

Referenced by melee_attack().

◆ perform_technique()

void Character::perform_technique ( const ma_technique technique,
Creature t,
damage_instance di,
int &  move_cost 
)
Intelligence slightly increases chance to learn techniques when using CQB bionic

Definition at line 1367 of file melee.cpp.

1369{
1370 add_msg( m_debug, "dmg before tec:" );
1371 print_damage_info( di );
1372
1373 for( damage_unit &du : di.damage_units ) {
1374 // TODO: Allow techniques to add more damage types to attacks
1375 if( du.amount <= 0 ) {
1376 continue;
1377 }
1378
1379 du.amount += technique.damage_bonus( *this, du.type );
1380 du.damage_multiplier *= technique.damage_multiplier( *this, du.type );
1381 du.res_pen += technique.armor_penetration( *this, du.type );
1382 }
1383
1384 add_msg( m_debug, "dmg after tec:" );
1385 print_damage_info( di );
1386
1387 move_cost *= technique.move_cost_multiplier( *this );
1388 move_cost += technique.move_cost_penalty( *this );
1389
1390 if( technique.down_dur > 0 ) {
1391 t.add_effect( effect_downed, rng( 1_turns, time_duration::from_turns( technique.down_dur ) ) );
1393 if( bash.amount > 0 ) {
1394 bash.amount += 3;
1395 }
1396 }
1397
1398 if( technique.side_switch ) {
1399 const tripoint b = t.pos();
1400 int newx;
1401 int newy;
1402
1403 if( b.x > posx() ) {
1404 newx = posx() - 1;
1405 } else if( b.x < posx() ) {
1406 newx = posx() + 1;
1407 } else {
1408 newx = b.x;
1409 }
1410
1411 if( b.y > posy() ) {
1412 newy = posy() - 1;
1413 } else if( b.y < posy() ) {
1414 newy = posy() + 1;
1415 } else {
1416 newy = b.y;
1417 }
1418
1419 const tripoint &dest = tripoint( newx, newy, b.z );
1420 if( g->is_empty( dest ) ) {
1421 t.setpos( dest );
1422 }
1423 }
1424
1425 if( technique.stun_dur > 0 && !technique.powerful_knockback ) {
1426 t.add_effect( effect_stunned, rng( 1_turns, time_duration::from_turns( technique.stun_dur ) ) );
1427 }
1428
1429 if( technique.knockback_dist ) {
1430 const tripoint prev_pos = t.pos(); // track target startpoint for knockback_follow
1431 const int kb_offset_x = rng( -technique.knockback_spread, technique.knockback_spread );
1432 const int kb_offset_y = rng( -technique.knockback_spread, technique.knockback_spread );
1433 tripoint kb_point( posx() + kb_offset_x, posy() + kb_offset_y, posz() );
1434 for( int dist = rng( 1, technique.knockback_dist ); dist > 0; dist-- ) {
1435 t.knock_back_from( kb_point );
1436 }
1437 // This technique makes the player follow into the tile the target was knocked from
1438 if( technique.knockback_follow ) {
1439 const optional_vpart_position vp0 = g->m.veh_at( pos() );
1440 vehicle *const veh0 = veh_pointer_or_null( vp0 );
1441 bool to_swimmable = g->m.has_flag( "SWIMMABLE", prev_pos );
1442 bool to_deepwater = g->m.has_flag( TFLAG_DEEP_WATER, prev_pos );
1443
1444 // Check if it's possible to move to the new tile
1445 bool move_issue =
1446 g->is_dangerous_tile( prev_pos ) || // Tile contains fire, etc
1447 ( to_swimmable && to_deepwater ) || // Dive into deep water
1448 is_mounted() ||
1449 ( veh0 != nullptr && std::abs( veh0->velocity ) > 100 ) || // Diving from moving vehicle
1450 ( veh0 != nullptr && veh0->player_in_control( g->u ) ) || // Player is driving
1452
1453 if( !move_issue ) {
1454 if( t.pos() != prev_pos ) {
1455 g->place_player( prev_pos );
1456 g->on_move_effects();
1457 }
1458 }
1459 }
1460 }
1461
1462 player *p = dynamic_cast<player *>( &t );
1463
1464 if( technique.take_weapon && !has_weapon() && p != nullptr && p->is_armed() ) {
1465 if( p->is_player() ) {
1466 add_msg_if_npc( _( "<npcname> disarms you and takes your weapon!" ) );
1467 } else {
1468 add_msg_player_or_npc( _( "You disarm %s and take their weapon!" ),
1469 _( "<npcname> disarms %s and takes their weapon!" ),
1470 p->name );
1471 }
1472 item it = p->remove_weapon();
1473 wield( it );
1474 }
1475
1476 if( technique.disarms && p != nullptr && p->is_armed() ) {
1477 g->m.add_item_or_charges( p->pos(), p->remove_weapon() );
1478 if( p->is_player() ) {
1479 add_msg_if_npc( _( "<npcname> disarms you!" ) );
1480 } else {
1481 add_msg_player_or_npc( _( "You disarm %s!" ),
1482 _( "<npcname> disarms %s!" ),
1483 p->name );
1484 }
1485 }
1486
1487 //AOE attacks, feel free to skip over this lump
1488 if( !technique.aoe.empty() ) {
1489 // Remember out moves and stamina
1490 // We don't want to consume them for every attack!
1491 const int temp_moves = moves;
1492 const int temp_stamina = get_stamina();
1493
1494 std::vector<Creature *> targets;
1495
1496 valid_aoe_technique( t, technique, targets );
1497
1498 //hit only one valid target (pierce through doesn't spread out)
1499 if( technique.aoe == "impale" ) {
1500 // TODO: what if targets is empty
1501 Creature *const v = random_entry( targets );
1502 targets.clear();
1503 targets.push_back( v );
1504 }
1505
1506 //hit the targets in the lists (all candidates if wide or burst, or just the unlucky sod if deep)
1507 int count_hit = 0;
1508 for( Creature *const c : targets ) {
1509 melee_attack( *c, false );
1510 }
1511
1512 t.add_msg_if_player( m_good, vgettext( "%d enemy hit!", "%d enemies hit!", count_hit ), count_hit );
1513 // Extra attacks are free of charge (otherwise AoE attacks would SUCK)
1514 moves = temp_moves;
1515 set_stamina( temp_stamina );
1516 }
1517
1518 //player has a very small chance, based on their intelligence, to learn a style whilst using the CQB bionic
1519 if( has_active_bionic( bio_cqb ) && !martial_arts_data->knows_selected_style() ) {
1520 /** @EFFECT_INT slightly increases chance to learn techniques when using CQB bionic */
1521 // Enhanced Memory Banks bionic doubles chance to learn martial art
1522 const int bionic_boost = has_active_bionic( bionic_id( bio_memory ) ) ? 2 : 1;
1523 if( one_in( ( 1400 - ( get_int() * 50 ) ) / bionic_boost ) ) {
1524 martial_arts_data->learn_current_style_CQB( is_player() );
1525 }
1526 }
1527}
bool valid_aoe_technique(Creature &t, const ma_technique &technique)
Check if an area-of-effect technique has valid targets.
Definition: melee.cpp:1218
bool has_weapon() const override
virtual void setpos(const tripoint &pos)=0
void knock_back_from(const tripoint &p)
Definition: creature.cpp:1885
int knockback_dist
Definition: martialarts.h:98
std::string aoe
Definition: martialarts.h:101
float armor_penetration(const Character &u, damage_type type) const
float damage_multiplier(const Character &u, damage_type type) const
bool side_switch
Definition: martialarts.h:89
float damage_bonus(const Character &u, damage_type type) const
float move_cost_multiplier(const Character &u) const
float move_cost_penalty(const Character &u) const
bool take_weapon
Definition: martialarts.h:106
bool knockback_follow
Definition: martialarts.h:102
bool powerful_knockback
Definition: martialarts.h:100
float knockback_spread
Definition: martialarts.h:99
Definition: player.h:91
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static const efftype_id effect_downed("downed")
static const bionic_id bio_memory("bio_memory")
static void print_damage_info(const damage_instance &di)
Definition: melee.cpp:1350
static damage_unit & get_damage_unit(std::vector< damage_unit > &di, const damage_type dt)
Definition: melee.cpp:1338
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_amigara("amigara")
void bash(const spell &sp, Creature &caster, const tripoint &target)
float damage_multiplier
Definition: damage.h:40
float res_pen
Definition: damage.h:38
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), damage_unit::amount, ma_technique::aoe, ma_technique::armor_penetration(), b, spell_effect::bash(), bio_cqb, bio_memory, bionic_id, c, ma_technique::damage_bonus(), damage_unit::damage_multiplier, ma_technique::damage_multiplier(), damage_instance::damage_units, ma_technique::disarms, ma_technique::down_dur, DT_BASH, effect_amigara, effect_downed, effect_stunned, time_duration::from_turns(), g, get_damage_unit(), get_int(), get_stamina(), has_active_bionic(), Creature::has_effect(), has_weapon(), is_armed(), is_mounted(), Creature::is_player(), player::is_player(), Creature::knock_back_from(), ma_technique::knockback_dist, ma_technique::knockback_follow, ma_technique::knockback_spread, m_debug, m_good, martial_arts_data, melee_attack(), move_cost(), ma_technique::move_cost_multiplier(), ma_technique::move_cost_penalty(), Creature::moves, name, one_in(), vehicle::player_in_control(), Creature::pos(), pos(), posx(), posy(), posz(), ma_technique::powerful_knockback, print_damage_info(), random_entry(), remove_weapon(), damage_unit::res_pen, rng(), set_stamina(), Creature::setpos(), ma_technique::side_switch, ma_technique::stun_dur, ma_technique::take_weapon, TFLAG_DEEP_WATER, damage_unit::type, valid_aoe_technique(), veh_pointer_or_null(), vehicle::velocity, vgettext(), and wield().

Referenced by melee_attack().

◆ perform_uninstall()

void Character::perform_uninstall ( bionic_id  bid,
int  difficulty,
int  success,
const units::energy power_lvl,
int  pl_skill 
)

Succes or failure of removal happens here.

Definition at line 2048 of file bionics.cpp.

2050{
2051 map &here = get_map();
2052 if( success > 0 ) {
2053 g->events().send<event_type::removes_cbm>( getID(), bid );
2054
2055 // until bionics can be flagged as non-removable
2056 add_msg_player_or_npc( m_neutral, _( "Your parts are jiggled back into their familiar places." ),
2057 _( "<npcname>'s parts are jiggled back into their familiar places." ) );
2058 add_msg( m_good, _( "Successfully removed %s." ), bid.obj().name );
2059 remove_bionic( bid );
2060
2061 // remove power bank provided by bionic
2062 mod_max_power_level( -power_lvl );
2063
2065 if( bid->itype().is_valid() ) {
2066 cbm = item( bid.c_str() );
2067 }
2068 cbm.faults.emplace( fault_bionic_nonsterile );
2069 here.add_item( pos(), cbm );
2070 } else {
2071 g->events().send<event_type::fails_to_remove_cbm>( getID(), bid );
2072 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2073 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2074 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2075 ( 10.0 ) );
2076 bionics_uninstall_failure( difficulty, success, adjusted_skill );
2077
2078 }
2079 here.invalidate_map_cache( g->get_levz() );
2080}
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_burnt_out_bionic("burnt_out_bionic")
void bionics_uninstall_failure(int difficulty, int success, float adjusted_skill)
When a player fails the surgery.
Definition: bionics.cpp:1734
item & add_item(const tripoint &p, item new_item)
Place an item on the map, despite the parameter name, this is not necessarily a new item.
Definition: map.cpp:4335
@ fails_to_remove_cbm

References _, map::add_item(), add_msg(), Creature::add_msg_player_or_npc(), bionics_uninstall_failure(), string_id< T >::c_str(), fails_to_remove_cbm, fault_bionic_nonsterile, item::faults, g, get_map(), getID(), map::invalidate_map_cache(), string_id< T >::is_valid(), bionic_data::itype(), itype_burnt_out_bionic, m_good, m_neutral, mod_max_power_level(), bionic_data::name, string_id< T >::obj(), pos(), remove_bionic(), removes_cbm, and behavior::success.

Referenced by activity_handlers::operation_do_turn(), and uninstall_bionic().

◆ pick_name()

void Character::pick_name ( bool  bUseDefault = false)

Returns a random name from NAMES_*.

Definition at line 129 of file newcharacter.cpp.

130{
131 if( bUseDefault && !get_option<std::string>( "DEF_CHAR_NAME" ).empty() ) {
132 name = get_option<std::string>( "DEF_CHAR_NAME" );
133 } else {
135 }
136}
std::string generate(bool is_male)
Return a random full name given gender.
Definition: name.cpp:128

References Name::generate(), male, and name.

Referenced by avatar::randomize(), npc::randomize(), and set_description().

◆ pick_technique()

matec_id Character::pick_technique ( Creature t,
const item weap,
bool  crit,
bool  dodge_counter,
bool  block_counter 
)

Returns a random valid technique.

Definition at line 1115 of file melee.cpp.

1117{
1118
1119 const std::vector<matec_id> all = martial_arts_data->get_all_techniques( weap );
1120
1121 std::vector<matec_id> possible;
1122
1123 bool downed = t.has_effect( effect_downed );
1124 bool stunned = t.has_effect( effect_stunned );
1125 bool wall_adjacent = g->m.is_wall_adjacent( pos() );
1126
1127 // first add non-aoe tecs
1128 for( const matec_id &tec_id : all ) {
1129 const ma_technique &tec = tec_id.obj();
1130
1131 // ignore "dummy" techniques like WBLOCK_1
1132 if( tec.dummy ) {
1133 continue;
1134 }
1135
1136 // skip defensive techniques
1137 if( tec.defensive ) {
1138 continue;
1139 }
1140
1141 // skip wall adjacent techniques if not next to a wall
1142 if( tec.wall_adjacent && !wall_adjacent ) {
1143 continue;
1144 }
1145
1146 // skip dodge counter techniques
1147 if( dodge_counter != tec.dodge_counter ) {
1148 continue;
1149 }
1150
1151 // skip block counter techniques
1152 if( block_counter != tec.block_counter ) {
1153 continue;
1154 }
1155
1156 // if critical then select only from critical tecs
1157 // but allow the technique if its crit ok
1158 if( !tec.crit_ok && ( crit != tec.crit_tec ) ) {
1159 continue;
1160 }
1161
1162 // don't apply downing techniques to someone who's already downed
1163 if( downed && tec.down_dur > 0 ) {
1164 continue;
1165 }
1166
1167 // don't apply "downed only" techniques to someone who's not downed
1168 if( !downed && tec.downed_target ) {
1169 continue;
1170 }
1171
1172 // don't apply "stunned only" techniques to someone who's not stunned
1173 if( !stunned && tec.stunned_target ) {
1174 continue;
1175 }
1176
1177 // don't apply disarming techniques to someone without a weapon
1178 // TODO: these are the stat requirements for tec_disarm
1179 // dice( dex_cur + get_skill_level("unarmed"), 8) >
1180 // dice(p->dex_cur + p->get_skill_level("melee"), 10))
1181 if( tec.disarms && !t.has_weapon() ) {
1182 continue;
1183 }
1184
1185 if( ( tec.take_weapon && ( has_weapon() || !t.has_weapon() ) ) ) {
1186 continue;
1187 }
1188
1189 // Don't apply humanoid-only techniques to non-humanoids
1190 if( tec.human_target && !t.in_species( HUMAN ) ) {
1191 continue;
1192 }
1193 // if aoe, check if there are valid targets
1194 if( !tec.aoe.empty() && !valid_aoe_technique( t, tec ) ) {
1195 continue;
1196 }
1197
1198 // If we have negative weighting then roll to see if it's valid this time
1199 if( tec.weighting < 0 && !one_in( std::abs( tec.weighting ) ) ) {
1200 continue;
1201 }
1202
1203 if( tec.is_valid_character( *this ) ) {
1204 possible.push_back( tec.id );
1205
1206 //add weighted options into the list extra times, to increase their chance of being selected
1207 if( tec.weighting > 1 ) {
1208 for( int i = 1; i < tec.weighting; i++ ) {
1209 possible.push_back( tec.id );
1210 }
1211 }
1212 }
1213 }
1214
1215 return random_entry( possible, tec_none );
1216}
virtual bool in_species(const species_id &) const
Definition: creature.cpp:965
virtual bool has_weapon() const =0
bool stunned_target
Definition: martialarts.h:117
bool defensive
Definition: martialarts.h:88
bool human_target
Definition: martialarts.h:119
bool block_counter
Definition: martialarts.h:108
bool wall_adjacent
Definition: martialarts.h:118
bool dodge_counter
Definition: martialarts.h:107
bool downed_target
Definition: martialarts.h:116
static const species_id HUMAN("HUMAN")
const std::array< type, 4 > all
For the purposes of iteration.
Definition: om_direction.h:26

References om_direction::all, ma_technique::aoe, ma_technique::block_counter, ma_technique::crit_ok, ma_technique::crit_tec, ma_technique::defensive, ma_technique::disarms, ma_technique::dodge_counter, ma_technique::down_dur, ma_technique::downed_target, ma_technique::dummy, effect_downed, effect_stunned, g, Creature::has_effect(), Creature::has_weapon(), has_weapon(), HUMAN, ma_technique::human_target, ma_technique::id, Creature::in_species(), ma_technique::is_valid_character(), martial_arts_data, one_in(), pos(), random_entry(), ma_technique::stunned_target, ma_technique::take_weapon, tec_none, valid_aoe_technique(), ma_technique::wall_adjacent, and ma_technique::weighting.

Referenced by block_hit(), melee_attack(), and player::on_dodge().

◆ place_corpse() [1/2]

void Character::place_corpse ( )

Definition at line 10127 of file character.cpp.

10128{
10129 //If the character/NPC is on a distant mission, don't drop their their gear when they die since they still have a local pos
10130 if( !death_drops ) {
10131 return;
10132 }
10133 std::vector<item *> tmp = inv_dump();
10135 map &here = get_map();
10136 for( auto itm : tmp ) {
10137 here.add_item_or_charges( pos(), *itm );
10138 }
10139 for( const bionic &bio : *my_bionics ) {
10140 if( bio.info().itype().is_valid() ) {
10141 item cbm( bio.id.str(), calendar::turn );
10142 cbm.faults.emplace( fault_bionic_nonsterile );
10143 body.components.push_back( cbm );
10144 }
10145 }
10146
10147 // Restore amount of installed pseudo-modules of Power Storage Units
10148 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10149 for( int i = 0; i < storage_modules.first; ++i ) {
10151 cbm.faults.emplace( fault_bionic_nonsterile );
10152 body.components.push_back( cbm );
10153 }
10154 for( int i = 0; i < storage_modules.second; ++i ) {
10156 cbm.faults.emplace( fault_bionic_nonsterile );
10157 body.components.push_back( cbm );
10158 }
10159 here.add_item_or_charges( pos(), body );
10160}
static const itype_id itype_power_storage("bio_power_storage")
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_power_storage_mkII("bio_power_storage_mkII")
bool death_drops
Definition: character.h:226
std::pair< int, int > amount_of_storage_bionics() const
Returns amount of Storage CBMs in the corpse.
Definition: bionics.cpp:2619
std::map< bodypart_str_id, bodypart > body
this is the actual body of the creature
Definition: creature.h:493
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, death_drops, fault_bionic_nonsterile, item::faults, get_map(), inv_dump(), itype_power_storage, itype_power_storage_mkII, item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), pos(), and calendar::turn.

Referenced by npc::die(), game::handle_action(), and game::is_game_over().

◆ place_corpse() [2/2]

void Character::place_corpse ( const tripoint_abs_omt om_target)

Definition at line 10162 of file character.cpp.

10163{
10164 tinymap bay;
10165 bay.load( project_to<coords::sm>( om_target ), false );
10166 point fin{ rng( 1, SEEX * 2 - 2 ), rng( 1, SEEX * 2 - 2 ) };
10167 // This makes no sense at all. It may find a random tile without furniture, but
10168 // if the first try to find one fails, it will go through all tiles of the map
10169 // and essentially select the last one that has no furniture.
10170 // Q: Why check for furniture? (Check for passable or can-place-items seems more useful.)
10171 // Q: Why not grep a random point out of all the possible points (e.g. via random_entry)?
10172 // Q: Why use furn_str_id instead of f_null?
10173 // TODO: fix it, see above.
10174 if( bay.furn( fin ) != furn_str_id( "f_null" ) ) {
10175 for( const tripoint &p : bay.points_on_zlevel() ) {
10176 if( bay.furn( p ) == furn_str_id( "f_null" ) ) {
10177 fin.x = p.x;
10178 fin.y = p.y;
10179 }
10180 }
10181 }
10182
10183 std::vector<item *> tmp = inv_dump();
10185 for( auto itm : tmp ) {
10186 bay.add_item_or_charges( fin, *itm );
10187 }
10188 for( const bionic &bio : *my_bionics ) {
10189 if( bio.info().itype().is_valid() ) {
10190 body.put_in( item( bio.info().itype(), calendar::turn ) );
10191 }
10192 }
10193
10194 // Restore amount of installed pseudo-modules of Power Storage Units
10195 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10196 for( int i = 0; i < storage_modules.first; ++i ) {
10197 body.put_in( item( "bio_power_storage" ) );
10198 }
10199 for( int i = 0; i < storage_modules.second; ++i ) {
10200 body.put_in( item( "bio_power_storage_mkII" ) );
10201 }
10202 bay.add_item_or_charges( fin, body );
10203}
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8638
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6622
Definition: map.h:2108

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, map::furn(), inv_dump(), map::load(), item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), map::points_on_zlevel(), rng(), SEEX, and calendar::turn.

◆ pos()

const tripoint & Character::pos ( ) const
overridevirtual

Implements Creature.

Definition at line 714 of file character.cpp.

715{
716 return position;
717}

References position.

Referenced by absorb_hit(), iuse::acidbomb_act(), activate_bionic(), npc::activate_item(), activate_mutation(), enchantment::activate_passive(), activity_on_turn_move_loot(), map::add_field(), add_known_trap(), inventory_selector::add_nearby_items(), npc::address_player(), adjacent_tile(), npc::alt_attack(), map::apparent_light_helper(), map::apply_character_light(), apply_persistent_morale(), iuse::artifact(), npc::assess_danger(), assign_activity(), activity_handlers::atm_do_turn(), Creature::auto_find_hostile_target(), game::autopilot_vehicles(), npc::avoid_friendly_fire(), player::avoid_trap(), base_comfort_value(), iuse::bell(), best_nearby_lifting_assist(), mattack::bio_op_disarm(), blossoms(), iuse::boltcutters(), map::build_vision_transparency_cache(), burn_fuel(), iuse::burrow(), game::butcher(), activity_handlers::butcher_finish(), butchery_drops_harvest(), butchery_quarter(), set_transformed_iuse::bypass(), iuse::cable_attach(), calc_needs_rates(), calculate_aim_cap(), calculate_dispersion(), iuse::call_of_tindalos(), iuse::camera(), player::can_continue_craft(), can_examine_at(), can_hear(), can_mount(), npc::can_move_to(), character_funcs::can_see_fine_details(), player::can_sleep(), iuse_transform::can_use(), firestarter_actor::can_use(), iuse::capture_monster_act(), iexamine::cardreader_foodplace(), enchantment::cast_enchantment_spell(), iexamine::chainfence(), debug_menu::character_edit_menu(), game::chat(), check_art_charge_req(), player::check_eligible_containers_for_crafting(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), iuse::chop_tree(), avatar::clear_memorized_tile(), doors::close_door(), game_menus::inv::compare(), complete_construction(), veh_interact::complete_vehicle(), consider_butchery(), consume_charges(), consume_effects(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), game::control_vehicle(), cough(), npc::could_move_onto(), player::craft_consume_tools(), crafting_inventory(), craft_command::create_in_progress_craft(), game::create_starting_npcs(), map::creature_in_field(), game::critter_at(), iuse::crowbar(), iexamine::curtains(), iuse::cut_log_into_planks(), salvage_actor::cut_up(), deactivate_bionic(), deal_damage(), debug_menu::debug(), defer_move(), item_location::impl::item_on_map::describe(), item_location::impl::item_on_vehicle::describe(), vehicle::deserialize(), trap::detect_trap(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::directional_antenna(), player::disarm(), crafting::disassemble_all(), character_display::disp_info(), game::disp_NPCs(), game::display_scent(), npc::dispose_item(), npc::do_npc_read(), npc::do_pulp(), avatar::do_read(), npc::do_reload(), game::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), move_items_activity_actor::do_turn(), pickup_activity_actor::do_turn(), throw_activity_actor::do_turn(), iexamine::door_peephole(), game::draw(), draw_bionics_titlebar(), draw_cone_aoe_curses(), draw_env_compact(), draw_health_classic(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), game::draw_look_around_cursor(), draw_speed_tab(), game::draw_ter(), target_ui::draw_terrain_overlay(), draw_throw_aim(), draw_time_classic(), game::draw_trail_to_square(), draw_veh_compact(), draw_veh_padding(), game::drop(), drop(), drop_invalid_inventory(), npc::drop_items(), talk_function::drop_weapon(), monexamine::dump_items(), player::eat(), avatar_action::eat_here(), eff_fun_fungus(), eff_fun_hallu(), iuse::einktabletpc(), iexamine::elevator(), emit_radio_signal(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), env_surgery_bonus(), game::examine(), craft_command::execute(), npc::execute_action(), extract_or_wreck_cbms(), npc::faction_display(), iuse::fill_pit(), find_ammo(), find_auto_consume(), find_best_bench(), npc::find_corpse_to_pulp(), npc::find_dangerous_explosives(), npc::find_item(), activity_handlers::find_mount_do_turn(), game::find_nearby_items(), game::find_or_make_stairs(), find_remote_fuel(), character_funcs::fine_detail_vision_mod(), hacking_activity_actor::finish(), npc::finish_read(), fire(), player::fire_gun(), iuse::fishing_rod(), game::fling_creature(), floor_bedding_warmth(), floor_item_warmth(), floor_warmth(), iexamine::flower_marloss(), iexamine::flower_poppy(), activity_handlers::forage_finish(), forced_dismount(), fungal_effects::fungalize(), iuse::fungicide(), mattack::fungus_sprout(), iexamine::fvat_full(), activity_handlers::game_do_turn(), iuse::gasmask(), iexamine::gaspump(), iuse::geiger(), generic_multi_activity_check_requirement(), generic_multi_activity_handler(), generic_multi_activity_locations(), avatar::get_book_reader(), player::get_crafting_helpers(), game::get_dangerous_tile(), activatable_inventory_preset::get_denial(), get_dodge(), player::get_eligible_containers_for_crafting(), get_heat_radiation(), get_hostile_creatures(), get_item_location(), avatar::get_memorized_tile(), get_next_auto_move_direction(), overmap_ui::get_overmap_path_to(), npc::get_path_avoid(), get_patient(), get_temp(), game::get_veh_dir_indicator_location(), get_visible_creatures(), player::get_weapon_dispersion(), talk_function::give_all_aid(), npc::go_to_omt_destination(), npc::good_escape_direction(), grab(), mattack::grab_drag(), game::grabbed_furn_move(), game::grabbed_veh_move(), npc::guard_current_pos(), iuse::gun_repair(), ranged::gunmode_checks_common(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), activity_handlers::hacksaw_finish(), iuse::hammer(), handbrake(), game::handle_action(), target_ui::handle_cursor_movement(), handle_harvest(), handle_melee_wear(), item::handle_pickup_ownership(), vehicle::handle_potential_theft(), npc::handle_sound(), vehicle::handle_trap(), player::hardcoded_effects(), has_alarm_clock(), has_fire(), has_neighbor(), has_watch(), haul(), npc::heal_player(), npc::heal_self(), heat_emission(), iuse::honeycomb(), i_add_or_drop(), i_rem(), i_rem_keep_contents(), player::impact(), in_climate_control(), npc_trading::init_buying(), iexamine::intercom(), invoke_item(), npc::is_active(), enchantment::is_active(), place_trap_actor::is_allowed(), is_deaf(), is_driving(), monster::is_fleeing(), game::is_game_over(), game::is_in_viewport(), is_snuggling(), is_solid_neighbor(), ma_requirements::is_valid_character(), is_visible_in_range(), iuse::jackhammer(), monexamine::kill_zslave(), player::knock_back_to(), game::knockback(), knows_trap(), firestarter_actor::light_mod(), game::list_items(), game::list_monsters(), monster::load(), vehicle_prototype::load(), game::load(), avatar::load_map_memory(), aim_activity_actor::load_RAS_weapon(), activity_handlers::lockpicking_finish(), activity_handlers::longsalvage_finish(), game::look_around(), npc::look_for_player(), loot(), iuse::lumber(), make_gun_sound_effect(), activity_handlers::make_zlave_finish(), iuse::makemound(), item_action_generator::map_actions_to_items(), marloss_common(), melee_attack(), melee_special_effects(), avatar::memorize_symbol(), avatar::memorize_tile(), npc::method_of_attack(), mill_activate(), target_handler::mode_turrets(), modify_morale(), game::mon_info_update(), game::monmove(), iuse::mop(), npc::move(), avatar_action::move(), npc::move_away_from(), npc::move_to(), npc::move_to_next(), firestarter_actor::moves_cost_by_fuel(), game::moving_vehicle_dismount(), npc::mug_player(), multicooker_hallu(), mutation_effect(), npc::mutiny(), iuse::mycus(), inventory_selector::naturalize_category(), nearby(), iuse::note_bionics(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_assist(), mattack::nurse_check_up(), mattack::nurse_operate(), item_location::impl::item_on_map::obtain_cost(), item_location::impl::item_on_vehicle::obtain_cost(), player::on_dodge(), npc::on_load(), item::on_pickup(), item::on_takeoff(), item::on_wear(), open(), activity_handlers::operation_do_turn(), activity_handlers::operation_finish(), operator_present(), game::overmap_npc_move(), iuse::oxytorch(), activity_handlers::oxytorch_do_turn(), activity_handlers::oxytorch_finish(), passive_power_gen(), player::pause(), iexamine::pay_gas(), game::peek(), perform_technique(), perform_uninstall(), perform_zone_activity_turn(), game::phasing_move(), debug_menu::pick_character(), pick_plant(), pick_technique(), npc::pick_up_item(), iuse::pickaxe(), game::pickup_feet(), iexamine::pit_covered(), place_and_add_as_known(), place_corpse(), npc::place_on_map(), game::place_player(), start_location::place_player(), game::place_player_overmap(), iuse::play_music(), vehicle::player_in_control(), map::player_in_field(), player_on_couch(), pldrive(), item_location::impl::item_on_person::position(), firestarter_actor::prep_firestarter_use(), npc::pretend_fire(), print_aim(), npc::print_info(), print_items(), game::process_artifact(), process_bionic(), player::process_effects_internal(), player::process_items(), sounds::process_sound_markers(), player::process_turn(), prompt_disassemble_in_seq(), prompt_disassemble_single(), activity_handlers::pry_nails_finish(), iexamine::quern_examine(), query_consume_ownership(), plot_options::query_seed(), avatar_action::ramp_move(), mattack::ranged_pull(), player::reach_attack(), npc::reach_omt_destination(), read(), player::recalc_speed_bonus(), recoil_vehicle(), activity_handlers::reload_finish(), vehicle::remote_controlled(), monexamine::remove_bag_from(), render_wind(), veh_utils::repair_part(), requirements_map(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), iuse::robotcontrol_can_target(), rod_fish(), rooted(), rooted_message(), route_adjacent(), target_ui::run(), examine_item_menu::run(), run_cost(), avatar::save_map_memory(), npc::say(), player::search_surroundings(), npc::see_item_say_smth(), sees(), sees_with_infrared(), vehicle::serialize(), conditional_t< T >::set_is_driving(), set_item_inventory(), avatar::set_movement_mode(), conditional_t< T >::set_npc_role_nearby(), talk_effect_fun_t::set_u_buy_monster(), monster::setpos(), npc::setpos(), activity_handlers::shear_finish(), npc::shift(), shout(), iexamine::shrub_marloss(), sight_range(), sinkhole_safety_roll(), player::sleep_spot(), smash(), smoker_activate(), iexamine::smoker_options(), player::sort_armor(), spawn_animal(), spawn_spores(), activity_handlers::spellcasting_finish(), spores(), standard_npc::standard_npc(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), game::start_game(), monster::store(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_schizophrenia(), suffer_in_sunlight(), suffer_while_underwater(), game::swap_critters(), avatar_action::swim(), symbol_color(), player::takeoff(), iuse::talking_doll(), iuse::tazer(), player::throw_item(), toolweapon_off(), toolweapon_on(), iuse::tow_attach(), iexamine::trap(), activity_handlers::travel_do_turn(), npc::travel_overmap(), iexamine::tree_hickory(), iexamine::tree_maple_tapped(), iexamine::tree_marloss(), explosion_iuse::trigger_explosion(), try_consume(), try_fuel_fire(), game::try_get_left_click_action(), game::try_get_right_click_action(), try_reject_mutagen(), salvage_actor::try_to_cut_up(), player::try_to_sleep(), iuse::unfold_generic(), uninstall_bionic(), player::unload(), update_bodytemp(), update_needs(), npc::update_path(), game::update_stair_monsters(), editmap::update_view_with_help(), iuse_transform::use(), countdown_actor::use(), explosion_iuse::use(), unfold_vehicle_iuse::use(), delayed_transform_iuse::use(), set_transform_iuse::use(), set_transformed_iuse::use(), place_monster_iuse::use(), place_npc_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), firestarter_actor::use(), fireweapon_off_actor::use(), fireweapon_on_actor::use(), manualnoise_actor::use(), musical_instrument_actor::use(), holster_actor::use(), heal_actor::use(), place_trap_actor::use(), emit_actor::use(), mutagen_iv_actor::use(), deploy_tent_actor::use(), unpack_actor::use(), use_charges(), use_fire(), valid_aoe_technique(), game::validate_camps(), game::vertical_move(), activity_handlers::vibe_do_turn(), vomit(), iuse::vortex(), wait(), game::walk_move(), npc::warn_about(), player::wear(), iuse::weather_tool(), npc::wield(), avatar_action::wield(), player::wield_contents(), npc::wont_hit_friend(), npc::worker_downtime(), and game::zones_manager().

◆ position_to_wear_new_item()

std::list< item >::iterator Character::position_to_wear_new_item ( const item new_item)
protected

Return the position in the worn list where new_item would be put by default.

Definition at line 3929 of file character.cpp.

3930{
3931 // By default we put this item on after the last item on the same or any
3932 // lower layer.
3933 return std::find_if(
3934 worn.rbegin(), worn.rend(),
3935 [&]( const item & w ) {
3936 return w.get_layer() <= new_item.get_layer();
3937 }
3938 ).base();
3939}

References worn.

Referenced by item_encumb(), and wear_item().

◆ posx()

◆ posy()

◆ posz()

int Character::posz ( ) const
inlineoverridevirtual

◆ pour_into() [1/2]

bool Character::pour_into ( item container,
item liquid 
)

Try to pour the given liquid into the given container/vehicle.

The transferred charges are removed from the liquid item. Check the charges of afterwards to see if anything has been transferred at all. The functions do not consume any move points.

Returns
Whether anything has been moved at all. false indicates the transfer is not possible at all. true indicates at least some of the liquid has been moved.

Definition at line 6444 of file character.cpp.

6445{
6446 std::string err;
6447 const int amount = container.get_remaining_capacity_for_liquid( liquid, *this, &err );
6448
6449 if( !err.empty() ) {
6450 add_msg_if_player( m_bad, err );
6451 return false;
6452 }
6453
6454 add_msg_if_player( _( "You pour %1$s into the %2$s." ), liquid.tname(), container.tname() );
6455
6456 container.fill_with( liquid, amount );
6457 inv.unsort();
6458
6459 if( liquid.charges > 0 ) {
6460 add_msg_if_player( _( "There's some left over!" ) );
6461 }
6462
6463 return true;
6464}
void fill_with(item &liquid, int amount=INFINITE_CHARGES)
Fill item with liquid up to its capacity.
Definition: item.cpp:8437
int get_remaining_capacity_for_liquid(const item &liquid, bool allow_bucket=false, std::string *err=nullptr) const
How much more of this liquid (in charges) can be put in this container.
Definition: item.cpp:8299

References _, Creature::add_msg_if_player(), item::charges, item::fill_with(), item::get_remaining_capacity_for_liquid(), inv, m_bad, item::tname(), and inventory::unsort().

Referenced by activity_handlers::fill_liquid_do_turn().

◆ pour_into() [2/2]

bool Character::pour_into ( vehicle veh,
item liquid 
)

Definition at line 6466 of file character.cpp.

6467{
6468 auto sel = [&]( const vehicle_part & pt ) {
6469 return pt.is_tank() && pt.can_reload( liquid );
6470 };
6471
6472 auto stack = units::legacy_volume_factor / liquid.type->stack_size;
6473 auto title = string_format( _( "Select target tank for <color_%s>%.1fL %s</color>" ),
6474 get_all_colors().get_name( liquid.color() ),
6475 round_up( to_liter( liquid.charges * stack ), 1 ),
6476 liquid.tname() );
6477
6478 auto &tank = veh_interact::select_part( veh, sel, title );
6479 if( !tank ) {
6480 return false;
6481 }
6482
6483 tank.fill_with( liquid );
6484
6485 //~ $1 - vehicle name, $2 - part name, $3 - liquid type
6486 add_msg_if_player( _( "You refill the %1$s's %2$s with %3$s." ),
6487 veh.name, tank.name(), liquid.type_name() );
6488
6489 if( liquid.charges > 0 ) {
6490 add_msg_if_player( _( "There's some left over!" ) );
6491 }
6492 return true;
6493}
double round_up(double val, unsigned int dp)
Round a value up at a given decimal place.
nc_color color() const
Returns the default color of the item (e.g.
Definition: item.cpp:4826
static vehicle_part & select_part(const vehicle &veh, const part_selector &sel, const std::string &title=std::string())
Prompt for a part matching the selector function.
std::string name
Definition: vehicle.h:1849
color_manager & get_all_colors()
Definition: color.cpp:45
std::string title(holiday current_holiday)
Definition: path_info.cpp:334
constexpr double to_liter(const volume &v)
Definition: units_volume.h:43
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
Structure, describing vehicle part (i.e., wheel, seat)
Definition: vehicle.h:185

References _, Creature::add_msg_if_player(), item::charges, item::color(), get_all_colors(), get_name(), units::legacy_volume_factor, vehicle::name, round_up(), veh_interact::select_part(), itype::stack_size, string_format(), PATH_INFO::title(), item::tname(), units::to_liter(), item::type, and item::type_name().

◆ power_rating()

float Character::power_rating ( ) const
overridevirtual

Returns an approximation of the creature's strength.

Implements Creature.

Definition at line 9970 of file character.cpp.

9971{
9972 int dmg = std::max( { weapon.damage_melee( DT_BASH ),
9975 } );
9976
9977 int ret = 2;
9978 // Small guns can be easily hidden from view
9979 if( weapon.volume() <= 250_ml ) {
9980 ret = 2;
9981 } else if( weapon.is_gun() ) {
9982 ret = 4;
9983 } else if( dmg > 12 ) {
9984 ret = 3; // Melee weapon or weapon-y tool
9985 }
9986 if( get_size() == MS_HUGE ) {
9987 ret += 1;
9988 }
9989 if( is_wearing_power_armor( nullptr ) ) {
9990 ret = 5; // No mercy!
9991 }
9992 return ret;
9993}

References item::damage_melee(), DT_BASH, DT_CUT, DT_STAB, get_size(), item::is_gun(), is_wearing_power_armor(), MS_HUGE, cata::hash64_detail::ret, item::volume(), and weapon.

◆ print_health()

void Character::print_health ( ) const

Definition at line 4195 of file character.cpp.

4196{
4197 if( !is_player() ) {
4198 return;
4199 }
4200 int current_health = get_healthy();
4201 if( has_trait( trait_SELFAWARE ) ) {
4202 add_msg_if_player( _( "Your current health value is %d." ), current_health );
4203 }
4204
4205 static const std::map<int, std::string> msg_categories = {
4206 { -100, "health_horrible" },
4207 { -50, "health_very_bad" },
4208 { -10, "health_bad" },
4209 { 10, "" },
4210 { 50, "health_good" },
4211 { 100, "health_very_good" },
4212 { INT_MAX, "health_great" }
4213 };
4214
4215 auto iter = msg_categories.lower_bound( current_health );
4216 if( iter != msg_categories.end() && !iter->second.empty() ) {
4217 const translation msg = SNIPPET.random_from_category( iter->second ).value_or( translation() );
4218 add_msg_if_player( current_health > 0 ? m_good : m_bad, "%s", msg );
4219 }
4220}

References _, Creature::add_msg_if_player(), get_healthy(), has_trait(), Creature::is_player(), m_bad, m_good, snippet_library::random_from_category(), SNIPPET, and trait_SELFAWARE.

Referenced by activate_mutation(), and avatar::wake_up().

◆ print_info()

int Character::print_info ( const catacurses::window w,
int  vStart,
int  vLines,
int  column 
) const
overridevirtual

Write information about this creature.

Parameters
wthe window to print the text into.
vStartvertical start to print, that means the first line to print.
vLinesnumber of lines to print at most (printing less is fine).
columnhorizontal start to print (column), horizontal end is one character before the right border of the window (to keep the border).
Returns
The line just behind the last printed line, that means multiple calls to this can be stacked, the return value is acceptable as vStart for the next call without creating empty lines or overwriting lines.

Implements Creature.

Reimplemented in npc.

Definition at line 10336 of file character.cpp.

10337{
10338 mvwprintw( w, point( column, vStart++ ), _( "You (%s)" ), name );
10339 return vStart;
10340}
void mvwprintw(const window &win, const point &p, const std::string &text)

References _, catacurses::mvwprintw(), and name.

◆ process_bionic()

void Character::process_bionic ( int  b)

Handles bionic effects over time of the entered bionic.

Definition at line 1526 of file bionics.cpp.

1527{
1528 bionic &bio = ( *my_bionics )[b];
1529 if( ( !bio.id->fuel_opts.empty() || bio.id->is_remote_fueled ) && bio.is_auto_start_on() ) {
1530 const float start_threshold = bio.get_auto_start_thresh();
1531 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1532 if( bio.id->is_remote_fueled ) {
1533 const itype_id rem_fuel = find_remote_fuel();
1534 const std::string rem_amount = get_value( "rem_" + rem_fuel.str() );
1535 int rem_fuel_stock = 0;
1536 if( !rem_amount.empty() ) {
1537 rem_fuel_stock = std::stoi( rem_amount );
1538 }
1539 if( !rem_fuel.is_empty() && ( rem_fuel_stock > 0 ||
1540 item( rem_fuel ).has_flag( flag_PERPETUAL ) ) ) {
1541 fuel_available.emplace_back( rem_fuel );
1542 }
1543 }
1544 if( !fuel_available.empty() && get_power_level() <= start_threshold * get_max_power_level() ) {
1545 g->u.activate_bionic( b );
1546 } else if( get_power_level() <= start_threshold * get_max_power_level() &&
1547 calendar::once_every( 1_hours ) ) {
1548 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to use Auto Start." ),
1549 _( "<npcname>'s %s does not have enough fuel to use Auto Start." ),
1550 bio.info().name );
1551 }
1552 }
1553
1554 // Only powered bionics should be processed
1555 if( !bio.powered ) {
1557 return;
1558 }
1559
1560 // These might be affected by environmental conditions, status effects, faulty bionics, etc.
1561 int discharge_factor = 1;
1562 int discharge_rate = 1;
1563
1564 if( bio.charge_timer > 0 ) {
1565 bio.charge_timer -= discharge_rate;
1566 } else {
1567 if( bio.info().charge_time > 0 ) {
1568 if( bio.info().has_flag( STATIC( flag_str_id( "BIONIC_POWER_SOURCE" ) ) ) ) {
1569 // Convert fuel to bionic power
1570 burn_fuel( b );
1571 // Reset timer
1572 bio.charge_timer = bio.info().charge_time;
1573 } else {
1574 // Try to recharge our bionic if it is made for it
1575 units::energy cost = 0_J;
1576 bool recharged = attempt_recharge( *this, bio, cost, discharge_factor, discharge_rate );
1577 if( !recharged ) {
1578 // No power to recharge, so deactivate
1579 bio.powered = false;
1580 add_msg_if_player( m_neutral, _( "Your %s powers down." ), bio.info().name );
1581 // This purposely bypasses the deactivation cost
1582 deactivate_bionic( b, true );
1583 return;
1584 }
1585 if( cost > 0_J ) {
1586 mod_power_level( -cost );
1587 }
1588 }
1589 }
1590 }
1591
1592 // Bionic effects on every turn they are active go here.
1593 if( bio.id == bio_remote ) {
1594 if( g->remoteveh() == nullptr && get_value( "remote_controlling" ).empty() ) {
1595 bio.powered = false;
1596 add_msg_if_player( m_warning, _( "Your %s has lost connection and is turning off." ),
1597 bio.info().name );
1598 }
1599 } else if( bio.id == bio_hydraulics ) {
1600 // Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
1601 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
1602 static_cast<std::string>( bio_hydraulics ) );
1603 } else if( bio.id == bio_nanobots ) {
1604 // Total hack, prevents charge_timer reaching 0 thus preventing power draw.
1605 // Ideally there would be a value that directly impacts whether a bionic draws power when idle.
1606 bio.charge_timer = 2;
1607 // The above hack means there's no check for whether the bionic actually has power to run.
1608 if( get_power_level() < bio.info().power_over_time ) {
1609 bio.powered = false;
1610 add_msg_if_player( m_warning, _( "Your %s shut down due to lack of power." ), bio.info().name );
1612 return;
1613 } else if( get_stored_kcal() < 0.85f * max_stored_kcal() ) {
1614 bio.powered = false;
1615 add_msg_if_player( m_warning, _( "Your %s shut down to conserve calories." ), bio.info().name );
1617 return;
1618 }
1619 if( calendar::once_every( 15_turns ) ) {
1620 std::vector<bodypart_id> bleeding_bp_parts;
1621 for( const bodypart_id &bp : get_all_body_parts() ) {
1622 if( has_effect( effect_bleed, bp.id() ) ) {
1623 bleeding_bp_parts.push_back( bp );
1624 }
1625 }
1626 if( !bleeding_bp_parts.empty() ) {
1627 const bodypart_id part_to_staunch = bleeding_bp_parts[ rng( 0, bleeding_bp_parts.size() - 1 ) ];
1628 effect &e = get_effect( effect_bleed, part_to_staunch->token );
1629 if( e.get_intensity() > 1 ) {
1630 e.mod_intensity( -1, false );
1631 } else {
1632 remove_effect( effect_bleed, part_to_staunch->token );
1633 }
1634 }
1635 if( rng( 0, 2 ) == 2 ) {
1636 std::vector<bodypart_id> damaged_hp_parts;
1637 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1638 const int hp_cur = part.second.get_hp_cur();
1639 if( hp_cur > 0 && hp_cur < part.second.get_hp_max() ) {
1640 damaged_hp_parts.push_back( part.first.id() );
1641 }
1642 }
1643 if( get_stored_kcal() >= 5 && !damaged_hp_parts.empty() ) {
1644 const bodypart_id part_to_heal = damaged_hp_parts[ rng( 0, damaged_hp_parts.size() - 1 ) ];
1645 heal( part_to_heal, 1 );
1647 mod_stored_kcal( -5 );
1648 }
1649 }
1650 }
1651 } else if( bio.id == bio_painkiller ) {
1652 const int pkill = get_painkiller();
1653 const int pain = get_pain();
1654 int max_pkill = std::min( 150, pain );
1655 if( pkill < max_pkill ) {
1656 mod_painkiller( 1 );
1657 mod_power_level( -2_kJ );
1658 }
1659
1660 // Only dull pain so extreme that we can't pkill it safely
1661 if( pkill >= 150 && pain > pkill && get_stim() > -150 ) {
1662 mod_pain( -1 );
1663 // Negative side effect: negative stim
1664 mod_stim( -1 );
1665 mod_power_level( -2_kJ );
1666 }
1667 } else if( bio.id == bio_gills ) {
1668 if( has_effect( effect_asthma ) ) {
1670 _( "You feel your throat open up and air filling your lungs!" ) );
1672 }
1673 } else if( bio.id == bio_evap ) {
1674 // Aero-Evaporator provides water at 60 watts with 2 L / kWh efficiency
1675 // which is 10 mL per 5 minutes. Humidity can modify the amount gained.
1676 if( calendar::once_every( 5_minutes ) ) {
1677 const w_point &weatherPoint = get_weather().get_precise();
1678 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
1679 g->is_sheltered( g->u.pos() ) );
1680 // in thirst units = 5 mL water
1681 int water_available = std::lround( humidity * 3.0 / 100.0 );
1682 // At 50% relative humidity or more, the player will draw 10 mL
1683 // At 16% relative humidity or less, the bionic will give up
1684 if( water_available == 0 ) {
1686 _( "There is not enough humidity in the air for your %s to function." ),
1687 bio.info().name );
1689 } else if( water_available == 1 ) {
1691 _( "Your %s issues a low humidity warning. Efficiency is reduced." ),
1692 bio.info().name );
1693 }
1694
1695 mod_thirst( -water_available );
1696 }
1697
1700 _( "You are properly hydrated. Your %s chirps happily." ),
1701 bio.info().name );
1703 }
1704 } else if( bio.id == bio_ads ) {
1705 if( bio.charge_timer < 2 ) {
1706 bio.charge_timer = 2;
1707 }
1708 if( bio.energy_stored < 150_kJ ) {
1709 // Max recharge rate is influenced by whether you've been hit or not.
1710 // See character.cpp for how charge_timer keeps track of that for this bionic.
1711 units::energy max_rate = 10_kJ;
1712 if( bio.charge_timer > 2 ) {
1713 max_rate /= 2;
1714 }
1715 units::energy ads_recharge = std::min( max_rate, 150_kJ - bio.energy_stored );
1716 if( ads_recharge < get_power_level() ) {
1717 mod_power_level( - ads_recharge );
1718 bio.energy_stored += ads_recharge;
1719 } else if( get_power_level() != 0_kJ ) {
1722 }
1723 if( bio.energy_stored == 150_kJ ) {
1724 add_msg_if_player( m_good, _( "Your %s quietens to a satisfied thrum." ), bio.info().name );
1725 }
1726 } else if( bio.energy_stored > 150_kJ ) {
1727 bio.energy_stored = 150_kJ;
1728 }
1729 } else if( bio.id == afs_bio_dopamine_stimulators ) {
1730 add_morale( MORALE_FEELING_GOOD, 20, 20, 30_minutes, 20_minutes, true );
1731 }
1732}
static const efftype_id effect_bleed("bleed")
static bool attempt_recharge(Character &p, bionic &bio, units::energy &amount, int factor=1, int rate=1)
Definition: bionics.cpp:1506
static const efftype_id effect_asthma("asthma")
static const bionic_id afs_bio_dopamine_stimulators("afs_bio_dopamine_stimulators")
static const bionic_id bio_nanobots("bio_nanobots")
static const bionic_id bio_gills("bio_gills")
void passive_power_gen(int b)
Passively produce power from PERPETUAL fuel.
Definition: bionics.cpp:1311
void mod_painkiller(int npkill)
Modifies intensity of painkillers
Definition: character.cpp:9788
int mod_intensity(int mod, bool alert=false)
Modify intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:886
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
units::energy power_over_time
Power cost over time, does nothing without a non-zero charge_time.
Definition: bionics.h:41
float get_auto_start_thresh() const
Definition: bionics.cpp:2749
bool is_auto_start_on() const
Definition: bionics.cpp:2754

References _, sounds::activity, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), afs_bio_dopamine_stimulators, attempt_recharge(), b, bio_ads, bio_evap, bio_gills, bio_hydraulics, bio_nanobots, bio_painkiller, bio_remote, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, deactivate_bionic(), effect_asthma, effect_bleed, bionic::energy_stored, find_remote_fuel(), flag_PERPETUAL(), bionic_data::fuel_opts, g, Creature::get_all_body_parts(), bionic::get_auto_start_thresh(), Creature::get_body(), Creature::get_effect(), get_fuel_available(), effect::get_intensity(), get_local_humidity(), get_max_power_level(), Creature::get_pain(), get_painkiller(), get_power_level(), weather_manager::get_precise(), get_stim(), get_stored_kcal(), get_thirst(), Creature::get_value(), get_weather(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), heal(), w_point::humidity, hydrated, bionic::id, string_id< T >::id(), bionic::info(), bionic::is_auto_start_on(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, m_bad, m_good, m_mixed, m_neutral, m_warning, max_stored_kcal(), effect::mod_intensity(), Creature::mod_pain(), mod_painkiller(), mod_power_level(), mod_stim(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_GOOD, bionic_data::name, calendar::once_every(), Creature::pain, passive_power_gen(), pkill, pos(), bionic_data::power_over_time, bionic::powered, Creature::remove_effect(), rng(), sounds::sound(), STATIC, and string_id< T >::str().

Referenced by suffer().

◆ process_turn()

void Character::process_turn ( )
overridevirtual

Handles end-of-turn processing.

Reimplemented from Creature.

Reimplemented in npc, and player.

Definition at line 1642 of file character.cpp.

1643{
1644 for( bionic &i : *my_bionics ) {
1645 if( i.incapacitated_time > 0_turns ) {
1646 i.incapacitated_time -= 1_turns;
1647 if( i.incapacitated_time == 0_turns ) {
1648 add_msg_if_player( m_bad, _( "Your %s bionic comes back online." ), i.info().name );
1649 }
1650 }
1651 }
1652
1654}
virtual void process_turn()
Processes effects and bonuses and allocates move points based on speed.
Definition: creature.cpp:156

References _, Creature::add_msg_if_player(), m_bad, my_bionics, and Creature::process_turn().

Referenced by player::process_turn().

◆ query_yn() [1/2]

template<typename ... Args>
bool Character::query_yn ( const char *const  msg,
Args &&...  args 
) const
inline

It is supposed to hide the query_yn to simplify player vs.

npc code.

Definition at line 1435 of file character.h.

1435 {
1436 return query_yn( string_format( msg, std::forward<Args>( args ) ... ) );
1437 }

References query_yn(), and string_format().

Referenced by activate_bionic(), can_install_bionics(), feed_reactor_with(), query_yn(), and will_eat().

◆ query_yn() [2/2]

virtual bool Character::query_yn ( const std::string &  msg) const
pure virtual

Implemented in npc, player, and player.

◆ ranged_dex_mod()

int Character::ranged_dex_mod ( ) const
virtual
Dexterity <20 increases ranged penalty

Definition at line 4129 of file character.cpp.

4130{
4131 ///\EFFECT_DEX <20 increases ranged penalty
4132 return std::max( ( 20.0 - get_dex() ) * 0.5, 0.0 );
4133}

References get_dex().

Referenced by draw_stats_info(), player::get_weapon_dispersion(), and set_stats().

◆ ranged_per_mod()

int Character::ranged_per_mod ( ) const
virtual
Perception <20 increases ranged aiming penalty.

Definition at line 4135 of file character.cpp.

4136{
4137 ///\EFFECT_PER <20 increases ranged aiming penalty.
4138 return std::max( ( 20.0 - get_per() ) * 1.2, 0.0 );
4139}

References get_per().

Referenced by draw_stats_info(), effective_dispersion(), and set_stats().

◆ react_to_felt_pain()

void Character::react_to_felt_pain ( int  intensity)

Definition at line 853 of file character.cpp.

854{
855 if( intensity <= 0 ) {
856 return;
857 }
858 if( is_player() && intensity >= 2 ) {
859 g->cancel_activity_or_ignore_query( distraction_type::pain, _( "Ouch, something hurts!" ) );
860 }
861 // Only a large pain burst will actually wake people while sleeping.
863 int pain_thresh = rng( 3, 5 );
864
866 pain_thresh += 2;
867 } else if( has_trait( trait_HEAVYSLEEPER2 ) ) {
868 pain_thresh += 5;
869 }
870
871 if( intensity >= pain_thresh ) {
872 wake_up();
873 }
874 }
875}
static const trait_id trait_HEAVYSLEEPER("HEAVYSLEEPER")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")

References _, effect_narcosis, effect_sleep, g, Creature::has_effect(), has_trait(), Creature::is_player(), pain, rng(), trait_HEAVYSLEEPER, trait_HEAVYSLEEPER2, and wake_up().

Referenced by player::set_pain(), and set_painkiller().

◆ read_speed()

int Character::read_speed ( bool  return_stat_effect = true) const

Returns the player's reading speed.

Intelligence increases reading speed by 3s per level above 8

Definition at line 3422 of file character.cpp.

3423{
3424 // Stat window shows stat effects on based on current stat
3425 const int intel = get_int();
3426 /** @EFFECT_INT increases reading speed by 3s per level above 8*/
3427 int ret = to_moves<int>( 1_minutes ) - to_moves<int>( 3_seconds ) * ( intel - 8 );
3428
3430 ret *= .75;
3431 }
3432
3433 ret *= mutation_value( "reading_speed_multiplier" );
3434
3435 if( ret < to_moves<int>( 1_seconds ) ) {
3436 ret = to_moves<int>( 1_seconds );
3437 }
3438 // return_stat_effect actually matters here
3439 return return_stat_effect ? ret : ret * 100 / to_moves<int>( 1_minutes );
3440}
static const bionic_id afs_bio_linguistic_coprocessor("afs_bio_linguistic_coprocessor")

References afs_bio_linguistic_coprocessor, get_int(), has_bionic(), mutation_value(), and cata::hash64_detail::ret.

Referenced by draw_stats_info(), read_inventory_preset::read_inventory_preset(), set_stats(), npc::time_to_read(), and avatar::time_to_read().

◆ rebuild_mutation_cache()

void Character::rebuild_mutation_cache ( )

Definition at line 8027 of file character.cpp.

8028{
8029 cached_mutations.clear();
8030 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
8031 cached_mutations.push_back( &mut.first.obj() );
8032 }
8033 for( const trait_id &mut : enchantment_cache->get_mutations() ) {
8034 cached_mutations.push_back( &mut.obj() );
8035 }
8036}

References cached_mutations, enchantment_cache, and my_mutations.

Referenced by set_mutation(), and unset_mutation().

◆ recalc_hp()

void Character::recalc_hp ( )

Recalculates HP after a change to max strength.

Definition at line 1656 of file character.cpp.

1657{
1658 int str_boost_val = 0;
1659 cata::optional<skill_boost> str_boost = skill_boost::get( "str" );
1660 if( str_boost ) {
1661 int skill_total = 0;
1662 for( const std::string &skill_str : str_boost->skills() ) {
1663 skill_total += get_skill_level( skill_id( skill_str ) );
1664 }
1665 str_boost_val = str_boost->calc_bonus( skill_total );
1666 }
1667 // Mutated toughness stacks with starting, by design.
1668 float hp_mod = 1.0f + mutation_value( "hp_modifier" ) + mutation_value( "hp_modifier_secondary" );
1669 float hp_adjustment = mutation_value( "hp_adjustment" ) + ( str_boost_val * 3 );
1670 calc_all_parts_hp( hp_mod, hp_adjustment, str_max );
1671}
void calc_all_parts_hp(float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
Sets hp for all body parts.
Definition: character.cpp:1673
static cata::optional< skill_boost > get(const std::string &stat_str)
Definition: skill_boost.cpp:20

References calc_all_parts_hp(), skill_boost::get(), get_skill_level(), mutation_value(), skill_id, and str_max.

Referenced by apply_mods(), apply_skill_boost(), avatar::create(), mutation_effect(), mutation_loss_effect(), normalize(), player::normalize(), npc::randomize(), reset_scenario(), set_stats(), and standard_npc::standard_npc().

◆ recalc_sight_limits()

void Character::recalc_sight_limits ( )

Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change:

  • effects
  • bionics
  • traits
  • underwater
  • clothes

Definition at line 1703 of file character.cpp.

1704{
1705 sight_max = 9999;
1706 vision_mode_cache.reset();
1707
1708 // Set sight_max.
1709 if( is_blind() || ( in_sleep_state() && !has_trait( trait_SEESLEEP ) ) ||
1711 sight_max = 0;
1712 } else if( has_effect( effect_boomered ) && ( !( has_trait( trait_PER_SLIME_OK ) ) ) ) {
1713 sight_max = 1;
1715 } else if( has_effect( effect_in_pit ) || has_effect( effect_no_sight ) ||
1719 sight_max = 1;
1720 } else if( has_active_mutation( trait_SHELL2 ) ) {
1721 // You can kinda see out a bit.
1722 sight_max = 2;
1723 } else if( ( has_trait( trait_MYOPIC ) || has_trait( trait_URSINE_EYE ) ) &&
1725 sight_max = 4;
1726 } else if( has_trait( trait_PER_SLIME ) ) {
1727 sight_max = 6;
1728 } else if( has_effect( effect_darkness ) ) {
1730 sight_max = 10;
1731 }
1732
1733 // Debug-only NV
1736 }
1737
1738 float best_bonus_nv = 0.0f;
1739 for( const mutation_branch *mut : cached_mutations ) {
1740 best_bonus_nv = std::max( best_bonus_nv, mut->night_vision_range );
1741 }
1743 ( is_mounted() && mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1744 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1745 }
1746 if( has_nv() ) {
1748 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1749 }
1750 if( has_trait( trait_BIRD_EYE ) ) {
1752 }
1753 if( has_trait( trait_URSINE_EYE ) ) {
1755 }
1756
1757 // +1 because of the ugly -1 in _from_per
1760 nv_range += best_bonus_nv;
1762 nv_range++;
1763 }
1764
1765 // Not exactly a sight limit thing, but related enough
1770 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1772 }
1773
1775 has_effect_with_flag( "EFFECT_SUPER_CLAIRVOYANCE" ) ) {
1778 has_effect_with_flag( "EFFECT_CLAIRVOYANCE_PLUS" ) ) {
1780 } else if( has_artifact_with( AEP_CLAIRVOYANCE ) ||
1781 has_effect_with_flag( "EFFECT_CLAIRVOYANCE" ) ) {
1783 }
1784}
static const bionic_id bio_infrared("bio_infrared")
static const std::string flag_FIX_NEARSIGHT("FIX_NEARSIGHT")
static const efftype_id effect_contacts("contacts")
static const trait_id trait_CEPH_EYES("CEPH_EYES")
static const efftype_id effect_boomered("boomered")
static const trait_id trait_INFRARED("INFRARED")
static const trait_id trait_LIZ_IR("LIZ_IR")
static const trait_id trait_URSINE_EYE("URSINE_EYE")
static const trait_id trait_MEMBRANE("MEMBRANE")
static const trait_id trait_MYOPIC("MYOPIC")
static const trait_id trait_BIRD_EYE("BIRD_EYE")
static const efftype_id effect_darkness("darkness")
static const bionic_id bio_membrane("bio_membrane")
static const std::string flag_SWIM_GOGGLES("SWIM_GOGGLES")
static const std::string flag_IR_EFFECT("IR_EFFECT")
static const trait_id trait_DEBUG_NIGHTVISION("DEBUG_NIGHTVISION")
static const trait_id trait_PER_SLIME_OK("PER_SLIME_OK")
static const efftype_id effect_no_sight("no_sight")
@ DARKNESS
Definition: character.h:93
@ URSINE_VISION
Definition: character.h:91
@ IR_VISION
Definition: character.h:94
@ BIRD_EYE
Definition: character.h:90
@ NV_GOGGLES
Definition: character.h:89
@ BOOMERED
Definition: character.h:92
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6342
bool has_nv()
Returns true if the player has some form of night vision.
Definition: character.cpp:3629
int sight_max
Definition: character.h:2107
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
float nv_range_from_per(int per)
Definition: character.cpp:1796
float nv_range_from_eye_encumbrance(int enc)
Definition: character.cpp:1802

References AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_SUPER_CLAIRVOYANCE, bio_infrared, bio_membrane, BIRD_EYE, BOOMERED, bp_eyes, cached_mutations, DARKNESS, DEBUG_NIGHTVISION, effect_boomered, effect_contacts, effect_darkness, effect_in_pit, effect_narcosis, effect_no_sight, encumb(), flag_FIX_NEARSIGHT(), flag_IR_EFFECT(), flag_SWIM_GOGGLES(), get_per(), has_active_bionic(), has_active_mutation(), has_artifact_with(), has_bionic(), Creature::has_effect(), Creature::has_effect_with_flag(), has_nv(), has_trait(), in_sleep_state(), IR_VISION, is_blind(), is_mounted(), is_wearing(), itype_rm13_armor_on, MF_MECH_RECON_VISION, mounted_creature, NV_GOGGLES, nv_range, vision::nv_range_from_eye_encumbrance(), vision::nv_range_from_per(), sight_max, trait_BIRD_EYE, trait_CEPH_EYES, trait_DEBUG_NIGHTVISION, trait_INFRARED, trait_LIZ_IR, trait_MEMBRANE, trait_MYOPIC, trait_PER_SLIME, trait_PER_SLIME_OK, trait_SEESLEEP, trait_SHELL2, trait_URSINE_EYE, Creature::underwater, URSINE_VISION, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, vision_mode_cache, and worn_with_flag().

Referenced by add_bionic(), deactivate_mutation(), player::environmental_revert_effect(), load(), game::load(), mount_creature(), mutation_spend_resources(), on_item_takeoff(), on_item_wear(), player::player(), remove_bionic(), player::reset_stats(), set_mutation(), player::set_underwater(), player::takeoff(), unset_mutation(), wake_up(), and wear_item().

◆ recalculate_enchantment_cache()

void Character::recalculate_enchantment_cache ( )

Definition at line 7986 of file character.cpp.

7987{
7988 // start by resetting the cache
7990
7991 visit_items( [&]( const item * it ) {
7992 for( const enchantment &ench : it->get_enchantments() ) {
7993 if( ench.is_active( *this, *it ) ) {
7994 enchantment_cache->force_add( ench );
7995 }
7996 }
7997 return VisitResponse::NEXT;
7998 } );
7999
8000 // get from traits/ mutations
8001 for( const std::pair<const trait_id, trait_data> &mut_map : my_mutations ) {
8002 const mutation_branch &mut = mut_map.first.obj();
8003
8004 for( const enchantment_id &ench_id : mut.enchantments ) {
8005 const enchantment &ench = ench_id.obj();
8006 if( ench.is_active( *this, mut.activated && mut_map.second.powered ) ) {
8007 enchantment_cache->force_add( ench );
8008 }
8009 }
8010 }
8011
8012 for( const bionic &bio : *my_bionics ) {
8013 const bionic_id &bid = bio.id;
8014
8015 for( const enchantment_id &ench_id : bid->enchantments ) {
8016 const enchantment &ench = ench_id.obj();
8017 if( ench.is_active( *this, bio.powered &&
8018 bid->has_flag( STATIC( flag_str_id( "BIONIC_TOGGLED" ) ) ) ) ) {
8019 enchantment_cache->force_add( ench );
8020 }
8021 }
8022 }
8023
8025}
void rebuild_mutation_cache()
Definition: character.cpp:8027
bool is_active(const Character &guy, const item &parent) const
std::vector< enchantment > get_enchantments() const
Definition: item.cpp:6853
bool activated
Definition: mutation.h:93

References enchantment_cache, item::get_enchantments(), NEXT, and visitable< Character >::visit_items().

Referenced by activate_bionic(), activate_mutation(), add_bionic(), deactivate_bionic(), deactivate_mutation(), on_mutation_gain(), on_mutation_loss(), remove_bionic(), reset(), update_body(), and player::use().

◆ recalculate_size()

void Character::recalculate_size ( )

Recalculate size class of character.

Definition at line 246 of file mutation.cpp.

247{
249 // Only one size-changing mutation is expected, so it will only use the first one it finds.
250 for( const mutation_branch *mut : cached_mutations ) {
251 if( mut->body_size ) {
252 size_class = *mut->body_size;
253 break;
254 }
255 }
256}

References cached_mutations, MS_MEDIUM, and size_class.

Referenced by load(), mutation_effect(), and mutation_loss_effect().

◆ recoil_mode()

double Character::recoil_mode ( ) const

◆ recoil_total()

double Character::recoil_total ( ) const

Current total maximum recoil penalty from all sources.

Definition at line 2064 of file ranged.cpp.

2065{
2066 return recoil + recoil_vehicle();
2067}
double recoil_vehicle() const
Get maximum recoil penalty due to vehicle motion.
Definition: ranged.cpp:2052

References recoil, and recoil_vehicle().

Referenced by player::fire_gun(), npc::method_of_attack(), npc::move(), target_ui::panel_recoil(), and npc::wont_hit_friend().

◆ recoil_vehicle()

double Character::recoil_vehicle ( ) const

Get maximum recoil penalty due to vehicle motion.

Definition at line 2052 of file ranged.cpp.

2053{
2054 // TODO: vary penalty dependent upon vehicle part on which player is boarded
2055
2056 if( in_vehicle ) {
2057 if( const optional_vpart_position vp = get_map().veh_at( pos() ) ) {
2058 return static_cast<double>( std::abs( vp->vehicle().velocity ) ) * 3 / 100;
2059 }
2060 }
2061 return 0;
2062}

References get_map(), in_vehicle, and pos().

Referenced by player::fire_gun(), print_aim(), and recoil_total().

◆ reduce_healing_effect()

int Character::reduce_healing_effect ( const efftype_id eff_id,
int  remove_med,
const bodypart_id hurt 
)

Reduce healing effect intensity, return initial intensity of the effect.

Definition at line 8624 of file character.cpp.

8626{
8627 const body_part hurt_token = hurt->token;
8628 effect &e = get_effect( eff_id, hurt_token );
8629 int intensity = e.get_intensity();
8630 if( remove_med < intensity ) {
8631 if( eff_id == effect_bandaged ) {
8632 add_msg_if_player( m_bad, _( "Bandages on your %s were damaged!" ), body_part_name( hurt_token ) );
8633 } else if( eff_id == effect_disinfected ) {
8634 add_msg_if_player( m_bad, _( "You got some filth on your disinfected %s!" ),
8635 body_part_name( hurt_token ) );
8636 }
8637 } else {
8638 if( eff_id == effect_bandaged ) {
8639 add_msg_if_player( m_bad, _( "Bandages on your %s were destroyed!" ),
8640 body_part_name( hurt_token ) );
8641 } else if( eff_id == effect_disinfected ) {
8642 add_msg_if_player( m_bad, _( "Your %s is no longer disinfected!" ), body_part_name( hurt_token ) );
8643 }
8644 }
8645 e.mod_duration( -6_hours * remove_med );
8646 return intensity;
8647}

References _, Creature::add_msg_if_player(), body_part_name(), effect_bandaged, effect_disinfected, Creature::get_effect(), effect::get_intensity(), m_bad, and effect::mod_duration().

Referenced by apply_damage().

◆ regen()

void Character::regen ( int  rate_multiplier)

Handles passive regeneration of pain and maybe hp.

Definition at line 4548 of file character.cpp.

4549{
4550 int pain_ticks = rate_multiplier;
4551 while( get_pain() > 0 && pain_ticks-- > 0 ) {
4552 mod_pain( -roll_remainder( ( 0.2f + get_pain() / 50.0f ) * ( 1.0f +
4553 mutation_value( "pain_recovery" ) ) ) );
4554 }
4555
4556 float rest = rest_quality();
4557 float heal_rate = healing_rate( rest ) * to_turns<int>( 5_minutes );
4558 if( heal_rate > 0.0f ) {
4559 healall( roll_remainder( rate_multiplier * heal_rate ) );
4560 } else if( heal_rate < 0.0f ) {
4561 int rot_rate = roll_remainder( rate_multiplier * -heal_rate );
4562 // Has to be in loop because some effects depend on rounding
4563 while( rot_rate-- > 0 ) {
4564 hurtall( 1, nullptr, false );
4565 }
4566 }
4567
4568 // include healing effects
4569 for( int i = 0; i < num_hp_parts; i++ ) {
4570 const bodypart_id &bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
4571 float healing = healing_rate_medicine( rest, bp ) * to_turns<int>( 5_minutes );
4572
4573 int healing_apply = roll_remainder( healing );
4574 healed_bp( i, healing_apply );
4575 heal( bp, healing_apply );
4576 if( damage_bandaged[i] > 0 ) {
4577 damage_bandaged[i] -= healing_apply;
4578 if( damage_bandaged[i] <= 0 ) {
4579 damage_bandaged[i] = 0;
4580 remove_effect( effect_bandaged, bp->token );
4581 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4582 }
4583 }
4584 if( damage_disinfected[i] > 0 ) {
4585 damage_disinfected[i] -= healing_apply;
4586 if( damage_disinfected[i] <= 0 ) {
4587 damage_disinfected[i] = 0;
4588 remove_effect( effect_disinfected, bp->token );
4589 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4590 }
4591 }
4592
4593 // remove effects if the limb was healed by other way
4594 if( has_effect( effect_bandaged, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4595 damage_bandaged[i] = 0;
4596 remove_effect( effect_bandaged, bp->token );
4597 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4598 }
4599 if( has_effect( effect_disinfected, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4600 damage_disinfected[i] = 0;
4601 remove_effect( effect_disinfected, bp->token );
4602 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4603 }
4604 }
4605
4606 if( get_rad() > 0 ) {
4607 mod_rad( -roll_remainder( rate_multiplier / 50.0f ) );
4608 }
4609}
float healing_rate(float at_rest_quality) const
Average hit points healed per turn.
Definition: character.cpp:6764
float healing_rate_medicine(float at_rest_quality, const bodypart_id &bp) const
Average hit points healed per turn from healing effects.
Definition: character.cpp:6806
void healed_bp(int bp, int amount)
Definition: character.cpp:7874
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8666

References _, Creature::add_msg_if_player(), body_part_name(), convert_bp(), damage_bandaged, damage_disinfected, effect_bandaged, effect_disinfected, Creature::get_pain(), Creature::get_part(), get_rad(), Creature::has_effect(), heal(), healall(), healed_bp(), healing_rate(), healing_rate_medicine(), hp_to_bp(), hurtall(), string_id< T >::id(), Creature::mod_pain(), mod_rad(), mutation_value(), num_hp_parts, Creature::remove_effect(), rest_quality(), and roll_remainder().

Referenced by update_body().

◆ rem_addiction()

void Character::rem_addiction ( add_type  type)

Removes an addition from the player.

Definition at line 1948 of file suffer.cpp.

1949{
1950 auto iter = std::find_if( addictions.begin(), addictions.end(),
1951 [type]( const addiction & ad ) {
1952 return ad.type == type;
1953 } );
1954
1955 if( iter != addictions.end() ) {
1956 addictions.erase( iter );
1957 g->events().send<event_type::loses_addiction>( getID(), type );
1958 }
1959}

References addictions, g, getID(), loses_addiction, and type.

Referenced by marloss_common(), iuse::mycus(), and suffer_from_addictions().

◆ rem_morale()

void Character::rem_morale ( const morale_type type)

◆ remove_bionic()

void Character::remove_bionic ( const bionic_id b)

Removes a bionic from my_bionics[].

Definition at line 2577 of file bionics.cpp.

2578{
2579 bionic_collection new_my_bionics;
2580 // any spells you should not forget due to still having a bionic installed that has it.
2581 std::set<spell_id> cbm_spells;
2582 for( bionic &i : *my_bionics ) {
2583 if( b == i.id ) {
2584 continue;
2585 }
2586
2587 // Linked bionics: if either is removed, the other is removed as well.
2588 if( b->is_included( i.id ) || i.id->is_included( b ) ) {
2589 continue;
2590 }
2591
2592 for( const std::pair<const spell_id, int> &spell_pair : i.id->learned_spells ) {
2593 cbm_spells.emplace( spell_pair.first );
2594 }
2595
2596 new_my_bionics.push_back( bionic( i.id, i.invlet ) );
2597 }
2598
2599 // any spells you learn from installing a bionic you forget.
2600 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2601 if( cbm_spells.count( spell_pair.first ) == 0 ) {
2602 magic->forget_spell( spell_pair.first );
2603 }
2604 }
2605
2606 *my_bionics = new_my_bionics;
2609 if( !b->enchantments.empty() ) {
2611 }
2612}

References b, magic, my_bionics, recalc_sight_limits(), recalculate_enchantment_cache(), and reset_encumbrance().

Referenced by perform_install(), perform_uninstall(), and uninstall_bionic().

◆ remove_child_flag()

void Character::remove_child_flag ( const trait_id flag)

Removes the mutation's child flag from the player's list.

Definition at line 1496 of file mutation.cpp.

1497{
1498 for( auto &elem : flag->replacements ) {
1499 const trait_id &tmp = elem;
1500 if( has_trait( tmp ) ) {
1501 remove_mutation( tmp );
1502 return;
1503 } else if( has_child_flag( tmp ) ) {
1504 remove_child_flag( tmp );
1505 return;
1506 }
1507 }
1508}

References has_child_flag(), has_trait(), remove_child_flag(), remove_mutation(), and mutation_branch::replacements.

Referenced by mutate_towards(), and remove_child_flag().

◆ remove_mission_items()

void Character::remove_mission_items ( int  mission_id)

Definition at line 2576 of file character.cpp.

2577{
2578 if( mission_id == -1 ) {
2579 return;
2580 }
2581 remove_items_with( has_mission_item_filter { mission_id } );
2582}

References visitable< Character >::remove_items_with().

◆ remove_mutation()

void Character::remove_mutation ( const trait_id mut,
bool  silent = false 
)

Removes a mutation, downgrading to the previous level if possible.

Definition at line 1338 of file mutation.cpp.

1339{
1340 const auto &mdata = mut.obj();
1341 // Check if there's a prerequisite we should shrink back into
1342 trait_id replacing = trait_id::NULL_ID();
1343 std::vector<trait_id> originals = mdata.prereqs;
1344 for( size_t i = 0; !replacing && i < originals.size(); i++ ) {
1345 trait_id pre = originals[i];
1346 const auto &p = pre.obj();
1347 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1348 if( p.replacements[j] == mut ) {
1349 replacing = pre;
1350 }
1351 }
1352 }
1353
1354 trait_id replacing2 = trait_id::NULL_ID();
1355 std::vector<trait_id> originals2 = mdata.prereqs2;
1356 for( size_t i = 0; !replacing2 && i < originals2.size(); i++ ) {
1357 trait_id pre2 = originals2[i];
1358 const auto &p = pre2.obj();
1359 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1360 if( p.replacements[j] == mut ) {
1361 replacing2 = pre2;
1362 }
1363 }
1364 }
1365
1366 // See if this mutation is canceled by a base trait
1367 //Only if there's no prerequisite to shrink to, thus we're at the bottom of the trait line
1368 if( !replacing ) {
1369 //Check each mutation until we reach the end or find a trait to revert to
1370 for( auto &iter : mutation_branch::get_all() ) {
1371 //See if it's in our list of base traits but not active
1372 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1373 //See if that base trait cancels the mutation we are using
1374 std::vector<trait_id> traitcheck = iter.cancels;
1375 if( !traitcheck.empty() ) {
1376 for( size_t j = 0; !replacing && j < traitcheck.size(); j++ ) {
1377 if( traitcheck[j] == mut ) {
1378 replacing = ( iter.id );
1379 }
1380 }
1381 }
1382 }
1383 if( replacing ) {
1384 break;
1385 }
1386 }
1387 }
1388
1389 // Duplicated for prereq2
1390 if( !replacing2 ) {
1391 //Check each mutation until we reach the end or find a trait to revert to
1392 for( auto &iter : mutation_branch::get_all() ) {
1393 //See if it's in our list of base traits but not active
1394 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1395 //See if that base trait cancels the mutation we are using
1396 std::vector<trait_id> traitcheck = iter.cancels;
1397 if( !traitcheck.empty() ) {
1398 for( size_t j = 0; !replacing2 && j < traitcheck.size(); j++ ) {
1399 if( traitcheck[j] == mut && ( iter.id ) != replacing ) {
1400 replacing2 = ( iter.id );
1401 }
1402 }
1403 }
1404 }
1405 if( replacing2 ) {
1406 break;
1407 }
1408 }
1409 }
1410
1411 // make sure we don't toggle a mutation or trait twice, or it will cancel itself out.
1412 if( replacing == replacing2 ) {
1413 replacing2 = trait_id::NULL_ID();
1414 }
1415
1416 // This should revert back to a removed base trait rather than simply removing the mutation
1417 unset_mutation( mut );
1418
1419 bool mutation_replaced = false;
1420
1421 game_message_type rating;
1422
1423 if( replacing ) {
1424 const auto &replace_mdata = replacing.obj();
1425 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1426 rating = m_mixed;
1427 } else if( replace_mdata.points - mdata.points > 0 ) {
1428 rating = m_good;
1429 } else if( mdata.points - replace_mdata.points > 0 ) {
1430 rating = m_bad;
1431 } else {
1432 rating = m_neutral;
1433 }
1434 if( !silent ) {
1435 add_msg_player_or_npc( rating,
1436 _( "Your %1$s mutation turns into %2$s." ),
1437 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1438 mdata.name(), replace_mdata.name() );
1439 }
1440 set_mutation( replacing );
1441 mutation_replaced = true;
1442 }
1443 if( replacing2 ) {
1444 const auto &replace_mdata = replacing2.obj();
1445 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1446 rating = m_mixed;
1447 } else if( replace_mdata.points - mdata.points > 0 ) {
1448 rating = m_good;
1449 } else if( mdata.points - replace_mdata.points > 0 ) {
1450 rating = m_bad;
1451 } else {
1452 rating = m_neutral;
1453 }
1454 if( !silent ) {
1455 add_msg_player_or_npc( rating,
1456 _( "Your %1$s mutation turns into %2$s." ),
1457 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1458 mdata.name(), replace_mdata.name() );
1459 }
1460 set_mutation( replacing2 );
1461 mutation_replaced = true;
1462 }
1463 if( !mutation_replaced ) {
1464 if( mdata.mixed_effect ) {
1465 rating = m_mixed;
1466 } else if( mdata.points > 0 ) {
1467 rating = m_bad;
1468 } else if( mdata.points < 0 ) {
1469 rating = m_good;
1470 } else {
1471 rating = m_neutral;
1472 }
1473 if( !silent ) {
1474 add_msg_player_or_npc( rating,
1475 _( "You lose your %s mutation." ),
1476 _( "<npcname> loses their %s mutation." ),
1477 mdata.name() );
1478 }
1479 }
1480
1483}
@ silent
Definition: weather_type.h:56

References _, Creature::add_msg_player_or_npc(), drench_mut_calc(), mutation_branch::get_all(), has_base_trait(), has_trait(), m_bad, m_good, m_mixed, m_neutral, string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), set_highest_cat_level(), set_mutation(), silent, and unset_mutation().

Referenced by do_purify(), player::load(), mutate(), mutate_towards(), old_mutate(), perform_install(), iuse::purify_iv(), iuse::purify_smart(), remove_child_flag(), and debug_menu::wishmutate().

◆ remove_weapon()

item Character::remove_weapon ( )

Definition at line 2568 of file character.cpp.

2569{
2570 item tmp = weapon;
2571 weapon = item();
2572 cached_info.erase( "weapon_value" );
2573 return tmp;
2574}

References cached_info, and weapon.

Referenced by talk_function::drop_weapon(), melee_special_effects(), perform_technique(), mattack::pull_metal_weapon(), smash(), npc::stow_item(), and use_amount().

◆ remove_worn_items_with()

std::list< item > Character::remove_worn_items_with ( std::function< bool(item &)>  filter)

Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked).

If the filter function returns true, the item is removed.

Definition at line 2347 of file character.cpp.

2348{
2349 std::list<item> result;
2350 for( auto iter = worn.begin(); iter != worn.end(); ) {
2351 if( filter( *iter ) ) {
2352 iter->on_takeoff( *this );
2353 result.splice( result.begin(), worn, iter++ );
2354 } else {
2355 ++iter;
2356 }
2357 }
2358 return result;
2359}

References worn.

Referenced by mutation_effect(), and player::process_items().

◆ reset()

void Character::reset ( )
overridevirtual

Handles stat and bonus reset.

Reimplemented from Creature.

Definition at line 3622 of file character.cpp.

3623{
3625 // TODO: Move reset_stats here, remove it from Creature
3627}
virtual void reset()
Handles stat and bonus reset.
Definition: creature.cpp:125

References recalculate_enchantment_cache(), and Creature::reset().

Referenced by activate_bionic(), deactivate_bionic(), game::load(), and set_stats().

◆ reset_bonuses()

void Character::reset_bonuses ( )
overridevirtual

Resets the value of all bonus fields to 0.

Reimplemented from Creature.

Definition at line 4525 of file character.cpp.

4526{
4527 // Reset all bonuses to 0 and multipliers to 1.0
4528 str_bonus = 0;
4529 dex_bonus = 0;
4530 per_bonus = 0;
4531 int_bonus = 0;
4532
4534}
virtual void reset_bonuses()
Resets the value of all bonus fields to 0.
Definition: creature.cpp:139

References dex_bonus, int_bonus, per_bonus, Creature::reset_bonuses(), and str_bonus.

◆ reset_chargen_attributes()

void Character::reset_chargen_attributes ( )

Definition at line 6880 of file character.cpp.

6881{
6882 init_age = 25;
6883 init_height = 175;
6884}

References init_age, and init_height.

◆ reset_encumbrance()

◆ reset_remote_fuel()

void Character::reset_remote_fuel ( )

Definition at line 1445 of file bionics.cpp.

1446{
1447 if( get_bionic_fueled_with( item( fuel_type_sun_light ) ).empty() ) {
1448 remove_value( "sunlight" );
1449 }
1450 remove_value( "rem_battery" );
1451}

References fuel_type_sun_light, get_bionic_fueled_with(), and Creature::remove_value().

Referenced by iuse::cable_attach(), and deactivate_bionic().

◆ reset_stats()

void Character::reset_stats ( )
overridevirtual

Resets stats, and applies effects in an idempotent manner.

Implements Creature.

Reimplemented in player.

Definition at line 3577 of file character.cpp.

3578{
3579 // Bionic buffs
3581 mod_str_bonus( 20 );
3582 }
3583
3588
3589 // Trait / mutation buffs
3590 mod_str_bonus( std::floor( mutation_value( "str_modifier" ) ) );
3591 mod_dodge_bonus( std::floor( mutation_value( "dodge_modifier" ) ) );
3592
3594
3595 nv_cached = false;
3596
3597 // Reset our stats to normal levels
3598 // Any persistent buffs/debuffs will take place in effects,
3599 // player::suffer(), etc.
3600
3601 // repopulate the stat fields
3606
3607 // Floor for our stats. No stat changes should occur after this!
3608 if( dex_cur < 0 ) {
3609 dex_cur = 0;
3610 }
3611 if( str_cur < 0 ) {
3612 str_cur = 0;
3613 }
3614 if( per_cur < 0 ) {
3615 per_cur = 0;
3616 }
3617 if( int_cur < 0 ) {
3618 int_cur = 0;
3619 }
3620}
static const bionic_id bio_hydraulics("bio_hydraulics")
virtual int get_str_bonus() const
Definition: character.cpp:4098
virtual int get_int_bonus() const
Definition: character.cpp:4110
int get_mod_stat_from_bionic(const character_stat &Stat) const
Get stat bonus from bionic.
Definition: character.cpp:2169
virtual int get_per_bonus() const
Definition: character.cpp:4106
void apply_skill_boost()
Applies skill-based boosts to stats.
Definition: character.cpp:3501
virtual int get_dex_bonus() const
Definition: character.cpp:4102
virtual void mod_dodge_bonus(float ndodge)
Definition: creature.cpp:1761

References apply_skill_boost(), bio_hydraulics, dex_cur, dex_max, DEXTERITY, get_dex_bonus(), get_int_bonus(), get_mod_stat_from_bionic(), get_per_bonus(), get_str_bonus(), has_active_bionic(), int_cur, int_max, INTELLIGENCE, mod_dex_bonus(), Creature::mod_dodge_bonus(), mod_int_bonus(), mod_per_bonus(), mod_str_bonus(), mutation_value(), nv_cached, per_cur, per_max, PERCEPTION, str_cur, str_max, and STRENGTH.

Referenced by player::reset_stats().

◆ rest_quality()

float Character::rest_quality ( ) const

Returns >0 if character is sitting/lying and relatively inactive.

1 represents sleep on comfortable bed, so anything above that should be rare.

Definition at line 6556 of file character.cpp.

6557{
6558 // Just a placeholder for now.
6559 // TODO: Waiting/reading/being unconscious on bed/sofa/grass
6560 return has_effect( effect_sleep ) ? 1.0f : 0.0f;
6561}

References effect_sleep, and Creature::has_effect().

Referenced by mend(), and regen().

◆ restore_scent()

void Character::restore_scent ( )

restore scent after masked_scent effect run out or is removed by water

Definition at line 8769 of file character.cpp.

8770{
8771 const std::string prev_scent = get_value( "prev_scent" );
8772 if( !prev_scent.empty() ) {
8774 set_type_of_scent( scenttype_id( prev_scent ) );
8775 remove_value( "prev_scent" );
8776 remove_value( "waterproof_scent" );
8777 add_msg_if_player( m_info, _( "You smell like yourself again." ) );
8778 }
8779}
static const efftype_id effect_masked_scent("masked_scent")
void set_type_of_scent(const scenttype_id &id)
Definition: character.cpp:8759
string_id< scent_type > scenttype_id
Definition: type_id.h:42

References _, Creature::add_msg_if_player(), effect_masked_scent, Creature::get_value(), m_info, Creature::remove_effect(), Creature::remove_value(), and set_type_of_scent().

Referenced by drench(), and player::process_turn().

◆ resume_backlog_activity()

void Character::resume_backlog_activity ( )

Definition at line 9269 of file character.cpp.

9270{
9271 if( !backlog.empty() && backlog.front().auto_resume ) {
9272 activity = backlog.front();
9273 backlog.pop_front();
9274 }
9275}

References activity, and backlog.

Referenced by game::cancel_activity_query(), and player_activity::do_turn().

◆ roll_all_damage()

void Character::roll_all_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds all 3 types of physical damage to instance.

Definition at line 351 of file melee.cpp.

353{
354 roll_bash_damage( crit, di, average, weap );
355 roll_cut_damage( crit, di, average, weap );
356 roll_stab_damage( crit, di, average, weap );
357}
void roll_stab_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total stab damage to the damage instance.
Definition: melee.cpp:1048
void roll_bash_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total bash damage to the damage instance.
Definition: melee.cpp:870
void roll_cut_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total cut damage to the damage instance.
Definition: melee.cpp:974

References roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

Referenced by item::combat_info(), item::effective_dps(), and melee_attack().

◆ roll_bash_damage()

void Character::roll_bash_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total bash damage to the damage instance.

Strength increases bashing damage Strength increases bashing damage Unarmed caps bash damage with unarmed weapons Bashing caps bash damage with bashing weapons Strength boosts low cap on bashing damage

Definition at line 870 of file melee.cpp.

872{
873 float bash_dam = 0.0f;
874
875 const bool unarmed = weap.is_unarmed_weapon();
876 int skill = get_skill_level( unarmed ? skill_unarmed : skill_bashing );
877 if( has_active_bionic( bio_cqb ) ) {
878 skill = BIO_CQB_LEVEL;
879 }
880
881 const int stat = get_str();
882 /** @EFFECT_STR increases bashing damage */
883 float stat_bonus = bonus_damage( !average );
884 stat_bonus += mabuff_damage_bonus( DT_BASH );
885
886 // Drunken Master damage bonuses
888 // Remember, a single drink gives 600 levels of "drunk"
889 int mindrunk = 0;
890 int maxdrunk = 0;
891 const time_duration drunk_dur = get_effect_dur( effect_drunk );
892 if( unarmed ) {
893 mindrunk = drunk_dur / 1_hours;
894 maxdrunk = drunk_dur / 25_minutes;
895 } else {
896 mindrunk = drunk_dur / 90_minutes;
897 maxdrunk = drunk_dur / 40_minutes;
898 }
899
900 bash_dam += average ? ( mindrunk + maxdrunk ) * 0.5f : rng( mindrunk, maxdrunk );
901 }
902
903 if( unarmed ) {
904 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
905 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
906 weap.is_null();
907 if( left_empty || right_empty ) {
908 float per_hand = 0.0f;
909 for( const trait_id &mut : get_mutations() ) {
910 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
911 continue;
912 }
913 float unarmed_bonus = 0.0f;
914 const int bash_bonus = mut->bash_dmg_bonus;
915 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && bash_bonus > 0 ) {
916 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
917 }
918 per_hand += bash_bonus + unarmed_bonus;
919 const std::pair<int, int> rand_bash = mut->rand_bash_bonus;
920 per_hand += average ? ( rand_bash.first + rand_bash.second ) / 2.0f : rng( rand_bash.first,
921 rand_bash.second );
922 }
923 bash_dam += per_hand; // First hand
924 if( left_empty && right_empty ) {
925 // Second hand
926 bash_dam += per_hand;
927 }
928 }
929
930 }
931
932 /** @EFFECT_STR increases bashing damage */
933 float weap_dam = weap.damage_melee( DT_BASH ) + stat_bonus;
934 /** @EFFECT_UNARMED caps bash damage with unarmed weapons */
935
936 /** @EFFECT_BASHING caps bash damage with bashing weapons */
937 float bash_cap = 2 * stat + 2 * skill;
938 float bash_mul = 1.0f;
939
940 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
941 if( skill < 5 ) {
942 bash_mul = 0.8 + 0.08 * skill;
943 } else {
944 bash_mul = 0.96 + 0.04 * skill;
945 }
946
947 if( bash_cap < weap_dam && !weap.is_null() ) {
948 // If damage goes over cap due to low stats/skills,
949 // scale the post-armor damage down halfway between damage and cap
950 bash_mul *= ( 1.0f + ( bash_cap / weap_dam ) ) / 2.0f;
951 }
952
953 /** @EFFECT_STR boosts low cap on bashing damage */
954 const float low_cap = std::min( 1.0f, stat / 20.0f );
955 const float bash_min = low_cap * weap_dam;
956 weap_dam = average ? ( bash_min + weap_dam ) * 0.5f : rng_float( bash_min, weap_dam );
957
958 bash_dam += weap_dam;
959 bash_mul *= mabuff_damage_mult( DT_BASH );
960
961 float armor_mult = 1.0f;
962 int arpen = mabuff_arpen_bonus( DT_BASH );
963
964 // Finally, extra critical effects
965 if( crit ) {
966 bash_mul *= 1.5f;
967 // 50% armor penetration
968 armor_mult = 0.5f;
969 }
970
971 di.add_damage( DT_BASH, bash_dam, arpen, armor_mult, bash_mul );
972}
int mabuff_arpen_bonus(damage_type type) const
Returns the arpen bonus from martial arts buffs.
float bonus_damage(bool random) const
Returns the bonus bashing damage the player deals based on their stats.
Definition: melee.cpp:860
bool natural_attack_restricted_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body_part, ignoring items with the ...
Definition: character.cpp:1856
int mabuff_damage_bonus(damage_type type) const
Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.
float mabuff_damage_mult(damage_type type) const
Returns the damage multiplier to given type from martial arts buffs.
static const efftype_id effect_drunk("drunk")
static const trait_id trait_DRUNKEN("DRUNKEN")
static const skill_id skill_bashing("bashing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bonus_damage(), item::damage_melee(), DT_BASH, effect_drunk, Creature::get_effect_dur(), get_mutations(), get_skill_level(), get_str(), has_active_bionic(), has_active_mutation(), Creature::has_effect(), has_trait(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), rng_float(), skill_bashing, skill_unarmed, and trait_DRUNKEN.

Referenced by roll_all_damage().

◆ roll_cut_damage()

void Character::roll_cut_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total cut damage to the damage instance.

Cutting increases cutting damage multiplier

Definition at line 974 of file melee.cpp.

976{
977 float cut_dam = mabuff_damage_bonus( DT_CUT ) + weap.damage_melee( DT_CUT );
978 float cut_mul = 1.0f;
979
980 int cutting_skill = get_skill_level( skill_cutting );
981
982 if( has_active_bionic( bio_cqb ) ) {
983 cutting_skill = BIO_CQB_LEVEL;
984 }
985
986 if( weap.is_unarmed_weapon() ) {
987 // TODO: 1-handed weapons that aren't unarmed attacks
988 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
989 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
990 weap.is_null();
991 if( left_empty || right_empty ) {
992 float per_hand = 0.0f;
993 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
994 per_hand += 2;
995 }
996
997 for( const trait_id &mut : get_mutations() ) {
998 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
999 continue;
1000 }
1001 float unarmed_bonus = 0.0f;
1002 const int cut_bonus = mut->cut_dmg_bonus;
1003 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && cut_bonus > 0 ) {
1004 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
1005 }
1006 per_hand += cut_bonus + unarmed_bonus;
1007 const std::pair<int, int> rand_cut = mut->rand_cut_bonus;
1008 per_hand += average ? ( rand_cut.first + rand_cut.second ) / 2.0f : rng( rand_cut.first,
1009 rand_cut.second );
1010 }
1011 // TODO: add acidproof check back to slime hands (probably move it elsewhere)
1012
1013 cut_dam += per_hand; // First hand
1014 if( left_empty && right_empty ) {
1015 // Second hand
1016 cut_dam += per_hand;
1017 }
1018 }
1019 }
1020
1021 if( cut_dam <= 0.0f ) {
1022 return; // No negative damage!
1023 }
1024
1025 int arpen = 0;
1026 float armor_mult = 1.0f;
1027
1028 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
1029 /** @EFFECT_CUTTING increases cutting damage multiplier */
1030 if( cutting_skill < 5 ) {
1031 cut_mul *= 0.8 + 0.08 * cutting_skill;
1032 } else {
1033 cut_mul *= 0.96 + 0.04 * cutting_skill;
1034 }
1035
1036 arpen += mabuff_arpen_bonus( DT_CUT );
1037
1038 cut_mul *= mabuff_damage_mult( DT_CUT );
1039 if( crit ) {
1040 cut_mul *= 1.25f;
1041 arpen += 5;
1042 armor_mult = 0.75f; //25% armor penetration
1043 }
1044
1045 di.add_damage( DT_CUT, cut_dam, arpen, armor_mult, cut_mul );
1046}
static const skill_id skill_cutting("cutting")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_CUT, get_mutations(), get_skill_level(), has_active_bionic(), has_active_mutation(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), skill_cutting, and skill_unarmed.

Referenced by roll_all_damage().

◆ roll_stab_damage()

void Character::roll_stab_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total stab damage to the damage instance.

Stabbing increases stabbing damage multiplier

Definition at line 1048 of file melee.cpp.

1050{
1051 float stab_dam = mabuff_damage_bonus( DT_STAB ) + weap.damage_melee( DT_STAB );
1052
1053 int unarmed_skill = get_skill_level( skill_unarmed );
1054 int stabbing_skill = get_skill_level( skill_stabbing );
1055
1056 if( has_active_bionic( bio_cqb ) ) {
1057 stabbing_skill = BIO_CQB_LEVEL;
1058 }
1059
1060 if( weap.is_unarmed_weapon() ) {
1061 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1062 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1063 weap.is_null();
1064 if( left_empty || right_empty ) {
1065 float per_hand = 0.0f;
1066
1067 for( const trait_id &mut : get_mutations() ) {
1068 int stab_bonus = mut->pierce_dmg_bonus;
1069 int unarmed_bonus = 0;
1070 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && stab_bonus > 0 ) {
1071 unarmed_bonus = std::min( unarmed_skill / 2, 4 );
1072 }
1073
1074 per_hand += stab_bonus + unarmed_bonus;
1075 }
1076
1077 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1078 per_hand += 2;
1079 }
1080
1081 stab_dam += per_hand; // First hand
1082 if( left_empty && right_empty ) {
1083 // Second hand
1084 stab_dam += per_hand;
1085 }
1086 }
1087 }
1088
1089 if( stab_dam <= 0 ) {
1090 return; // No negative stabbing!
1091 }
1092
1093 float stab_mul = 1.0f;
1094 // 66%, 76%, 86%, 96%, 106%, 116%, 122%, 128%, 134%, 140%
1095 /** @EFFECT_STABBING increases stabbing damage multiplier */
1096 if( stabbing_skill <= 5 ) {
1097 stab_mul = 0.66 + 0.1 * stabbing_skill;
1098 } else {
1099 stab_mul = 0.86 + 0.06 * stabbing_skill;
1100 }
1101 int arpen = mabuff_arpen_bonus( DT_STAB );
1102 stab_mul *= mabuff_damage_mult( DT_STAB );
1103 float armor_mult = 1.0f;
1104
1105 if( crit ) {
1106 // Critical damage bonus for stabbing scales with skill
1107 stab_mul *= 1.0 + ( stabbing_skill / 10.0 );
1108 // Stab criticals have extra %arpen
1109 armor_mult = 0.66f;
1110 }
1111
1112 di.add_damage( DT_STAB, stab_dam, arpen, armor_mult, stab_mul );
1113}
static const skill_id skill_stabbing("stabbing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_STAB, get_mutations(), get_skill_level(), has_active_bionic(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), skill_stabbing, and skill_unarmed.

Referenced by roll_all_damage().

◆ rooted()

void Character::rooted ( )

Definition at line 8847 of file character.cpp.

8849{
8850 double shoe_factor = footwear_factor();
8851 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8852 get_map().has_flag( flag_PLOWABLE, pos() ) && shoe_factor != 1.0 ) {
8853 if( one_in( 96 ) ) {
8854 vitamin_mod( vitamin_id( "iron" ), 1, true );
8855 vitamin_mod( vitamin_id( "calcium" ), 1, true );
8856 }
8857 if( get_thirst() <= thirst_levels::turgid && x_in_y( 75, 425 ) ) {
8858 mod_thirst( -1 );
8859 }
8860 mod_healthy_mod( 5, 50 );
8861 }
8862}
static const std::string flag_PLOWABLE("PLOWABLE")
int vitamin_mod(const vitamin_id &vit, int qty, bool capped=true)
Add or subtract vitamins from character storage pools.
string_id< vitamin > vitamin_id
Definition: type_id.h:187

References flag_PLOWABLE(), footwear_factor(), get_map(), get_thirst(), Creature::has_flag(), has_trait(), mod_healthy_mod(), mod_thirst(), one_in(), pos(), trait_ROOTS2, trait_ROOTS3, turgid, vitamin_mod(), and x_in_y().

Referenced by player_activity::do_turn().

◆ rooted_message()

void Character::rooted_message ( ) const

Handles rooting effects.

Definition at line 8837 of file character.cpp.

8838{
8839 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
8840 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8842 !wearing_shoes ) {
8843 add_msg( m_info, _( "You sink your roots into the soil." ) );
8844 }
8845}

References _, add_msg(), flag_PLOWABLE(), get_map(), Creature::has_flag(), has_trait(), is_wearing_shoes(), LEFT, m_info, pos(), RIGHT, trait_ROOTS2, and trait_ROOTS3.

Referenced by player_activity::start_or_resume().

◆ run_cost()

int Character::run_cost ( int  base_cost,
bool  diag = false 
) const

Returns the player's modified base movement cost.

Definition at line 10020 of file character.cpp.

10021{
10022 float movecost = static_cast<float>( base_cost );
10023 if( diag ) {
10024 movecost *= 0.7071f; // because everything here assumes 100 is base
10025 }
10026 const bool flatground = movecost < 105;
10027 map &here = get_map();
10028 // The "FLAT" tag includes soft surfaces, so not a good fit.
10029 const bool on_road = flatground && here.has_flag( "ROAD", pos() );
10030 const bool on_fungus = here.has_flag_ter_or_furn( "FUNGUS", pos() );
10031
10032 if( !is_mounted() ) {
10033 if( movecost > 100 ) {
10034 movecost *= mutation_value( "movecost_obstacle_modifier" );
10035 if( movecost < 100 ) {
10036 movecost = 100;
10037 }
10038 }
10039 if( has_trait( trait_M_IMMUNE ) && on_fungus ) {
10040 if( movecost > 75 ) {
10041 // Mycal characters are faster on their home territory, even through things like shrubs
10042 movecost = 75;
10043 }
10044 }
10045
10046 // Linearly increase move cost relative to individual leg hp.
10047 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_l" ) ) ) /
10048 static_cast<float>( get_part_hp_max( bodypart_id( "leg_l" ) ) ) );
10049 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_r" ) ) ) /
10050 static_cast<float>( get_part_hp_max( bodypart_id( "leg_r" ) ) ) );
10051 movecost *= mutation_value( "movecost_modifier" );
10052 if( flatground ) {
10053 movecost *= mutation_value( "movecost_flatground_modifier" );
10054 }
10056 movecost *= .9f;
10057 }
10059 if( move_mode == CMM_RUN ) {
10060 movecost *= 0.85f;
10061 } else {
10062 movecost *= 0.95f;
10063 }
10064 } else if( has_bionic( bio_jointservo ) ) {
10065 movecost *= 1.1f;
10066 }
10067
10068 if( worn_with_flag( "SLOWS_MOVEMENT" ) ) {
10069 movecost *= 1.1f;
10070 }
10071 if( worn_with_flag( "FIN" ) ) {
10072 movecost *= 1.5f;
10073 }
10074 if( worn_with_flag( "ROLLER_INLINE" ) ) {
10075 if( on_road ) {
10076 movecost *= 0.5f;
10077 } else {
10078 movecost *= 1.5f;
10079 }
10080 }
10081 // Quad skates might be more stable than inlines,
10082 // but that also translates into a slower speed when on good surfaces.
10083 if( worn_with_flag( "ROLLER_QUAD" ) ) {
10084 if( on_road ) {
10085 movecost *= 0.7f;
10086 } else {
10087 movecost *= 1.3f;
10088 }
10089 }
10090 // Skates with only one wheel (roller shoes) are fairly less stable
10091 // and fairly slower as well
10092 if( worn_with_flag( "ROLLER_ONE" ) ) {
10093 if( on_road ) {
10094 movecost *= 0.85f;
10095 } else {
10096 movecost *= 1.1f;
10097 }
10098 }
10099
10100 movecost +=
10101 ( ( encumb( bp_foot_l ) + encumb( bp_foot_r ) ) * 2.5 +
10102 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) * 1.5 ) / 10;
10103
10104 // ROOTS3 does slow you down as your roots are probing around for nutrients,
10105 // whether you want them to or not. ROOTS1 is just too squiggly without shoes
10106 // to give you some stability. Plants are a bit of a slow-mover. Deal.
10107 if( has_trait( trait_ROOTS3 ) && here.has_flag( "DIGGABLE", pos() ) ) {
10108 movecost += 10 * footwear_factor();
10109 }
10110
10112 movecost /= stamina_move_cost_modifier();
10113
10114 if( movecost < 20.0 ) {
10115 movecost = 20.0;
10116 }
10117 }
10118
10119 if( diag ) {
10120 movecost *= M_SQRT2;
10121 }
10122
10123 return static_cast<int>( movecost );
10124}
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const trait_id trait_PADDED_FEET("PADDED_FEET")
static const bionic_id bio_jointservo("bio_jointservo")
#define M_SQRT2
Definition: math_defines.h:29

References bio_jointservo, bonus_from_enchantments(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, CMM_RUN, encumb(), footwear_factor(), get_map(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), has_active_bionic(), has_bionic(), map::has_flag(), map::has_flag_ter_or_furn(), has_trait(), is_mounted(), M_SQRT2, enchant_vals::MOVE_COST, move_mode, mutation_value(), pos(), stamina_move_cost_modifier(), trait_M_IMMUNE, trait_PADDED_FEET, trait_ROOTS3, and worn_with_flag().

Referenced by draw_speed_tab(), npc::move_to(), speed_description(), speed_rating(), npc::speed_rating(), and game::walk_move().

◆ rust_rate()

int Character::rust_rate ( ) const

Returns the player's skill rust rate.

Intelligence reduces skill rust by 10% per level above 8

Definition at line 3400 of file character.cpp.

3401{
3402 const std::string &rate_option = get_option<std::string>( "SKILL_RUST" );
3403 if( rate_option == "off" ) {
3404 return 0;
3405 }
3406
3407 // Stat window shows stat effects on based on current stat
3408 int intel = get_int();
3409 /** @EFFECT_INT reduces skill rust by 10% per level above 8 */
3410 int ret = ( ( rate_option == "vanilla" || rate_option == "capped" ) ?
3411 100 : 100 + 10 * ( intel - 8 ) );
3412
3413 ret *= mutation_value( "skill_rust_multiplier" );
3414
3415 if( ret < 0 ) {
3416 ret = 0;
3417 }
3418
3419 return ret;
3420}

References get_int(), mutation_value(), and cata::hash64_detail::ret.

Referenced by do_skill_rust(), draw_stats_info(), and set_stats().

◆ scored_crit()

bool Character::scored_crit ( float  target_dodge,
const item weap 
) const

Returns true if the player scores a critical hit.

Definition at line 729 of file melee.cpp.

730{
731 return rng_float( 0, 1.0 ) < crit_chance( hit_roll(), target_dodge, weap );
732}
double crit_chance(float roll_hit, float target_dodge, const item &weap) const
Returns the chance to critical given a hit roll and target's dodge roll.
Definition: melee.cpp:742

References crit_chance(), hit_roll(), and rng_float().

Referenced by melee_attack().

◆ sees() [1/2]

bool Character::sees ( const Creature critter) const
overridevirtual

The functions check whether this creature can see the target.

The target may either be another creature (critter), or a specific point on the map.

The function that take another creature as input should check visibility of that creature (e.g. not digging, or otherwise invisible). They must than check whether the location of the other monster is visible.

Reimplemented from Creature.

Definition at line 10433 of file character.cpp.

10434{
10435 // This handles only the player/npc specific stuff (monsters don't have traits or bionics).
10436 const int dist = rl_dist( pos(), critter.pos() );
10437 if( dist <= 3 && has_active_mutation( trait_ANTENNAE ) ) {
10438 return true;
10439 }
10440
10441 return Creature::sees( critter );
10442}
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202

References has_active_mutation(), Creature::pos(), pos(), rl_dist(), Creature::sees(), and trait_ANTENNAE.

◆ sees() [2/2]

bool Character::sees ( const tripoint t,
bool  is_player = false,
int  range_mod = 0 
) const
overridevirtual

Reimplemented from Creature.

Definition at line 10416 of file character.cpp.

10417{
10418 const int wanted_range = rl_dist( pos(), t );
10419 bool can_see = is_player() ? get_map().pl_sees( t, wanted_range ) :
10420 Creature::sees( t );
10421 // Clairvoyance is now pretty cheap, so we can check it early
10422 if( wanted_range < MAX_CLAIRVOYANCE && wanted_range < clairvoyance() ) {
10423 return true;
10424 }
10425
10426 if( can_see && wanted_range > unimpaired_range() ) {
10427 can_see = false;
10428 }
10429
10430 return can_see;
10431}
int unimpaired_range() const
Returns the player maximum vision range factoring in mutations, diseases, and other effects.
Definition: character.cpp:743
int clairvoyance() const
Returns the distance the player can see through walls.
Definition: character.cpp:802
bool pl_sees(const tripoint &t, int max_range) const
Whether the player character (g->u) can see the given square (local map coordinates).
Definition: lightmap.cpp:777

References clairvoyance(), get_map(), Creature::is_player(), MAX_CLAIRVOYANCE, map::pl_sees(), pos(), rl_dist(), Creature::sees(), and unimpaired_range().

Referenced by npc::address_needs(), npc::address_player(), grid_furn_transform_queue::apply(), npc::assess_danger(), bionics_uninstall_failure(), calculate_aim_cap(), game::catch_a_monster(), game::chat(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), npc::complain(), npc::do_reload(), draw_critter_internal(), game::draw_line(), game::draw_look_around_cursor(), draw_throw_aim(), npc::drop_items(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), npc::execute_action(), game::extended_description(), npc::find_corpse_to_pulp(), npc::find_item(), game::find_nearby_items(), heal_actor::finish_using(), game::fling_creature(), npc::follow_distance(), game::forced_door_closing(), fungal_effects::fungalize(), generic_multi_activity_check_requirement(), get_hostile_creatures(), get_path_avoid(), game::get_player_input(), get_visible_creatures(), game::handle_action(), npc::handle_sound(), vehicle::handle_trap(), npc::heal_player(), npc::heal_self(), talk_function::hostile(), is_visible_in_range(), mdeath::jabberwock(), game::knockback(), target_ui::list_friendlies_in_lof(), game::list_items(), game::look_around(), npc::method_of_attack(), npc::move(), npc::mug_player(), iuse::note_bionics(), target_ui::panel_target_info(), npc::pick_up_item(), pl_sees(), npc::pretend_fire(), npc::pretend_heal(), game::print_creature_info(), npc::print_info(), sounds::process_sound_markers(), npc::reach_omt_destination(), npc::regen_ai_cache(), iuse::robotcontrol(), player::search_surroundings(), npc::see_item_say_smth(), activity_handlers::spellcasting_finish(), fungal_effects::spread_fungus_one_tile(), suffer_from_schizophrenia(), game::try_get_right_click_action(), game::update_stair_monsters(), editmap::update_view_with_help(), countdown_actor::use(), and npc::use_painkiller().

◆ sees_with_infrared()

bool Character::sees_with_infrared ( const Creature critter) const

Check whether the this player can see the other creature with infrared.

This implies this player can see infrared and the target is visible with infrared (is warm). And of course a line of sight exists.

Definition at line 10205 of file character.cpp.

10206{
10207 if( !vision_mode_cache[IR_VISION] || !critter.is_warm() ) {
10208 return false;
10209 }
10210
10211 map &here = get_map();
10212 if( is_player() || critter.is_player() ) {
10213 // Players should not use map::sees
10214 // Likewise, players should not be "looked at" with map::sees, not to break symmetry
10215 return here.pl_line_of_sight( critter.pos(),
10217 }
10218
10219 return here.sees( pos(), critter.pos(), sight_range( current_daylight_level( calendar::turn ) ) );
10220}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
bool sees(const tripoint &F, const tripoint &T, int range) const
Returns whether F sees T with a view range of range.
Definition: map.cpp:6142
bool pl_line_of_sight(const tripoint &t, int max_range) const
Uses the map cache to tell if the player could see the given square.
Definition: lightmap.cpp:795

References current_daylight_level(), get_map(), IR_VISION, Creature::is_player(), Creature::is_warm(), map::pl_line_of_sight(), Creature::pos(), pos(), map::sees(), sight_range(), calendar::turn, and vision_mode_cache.

Referenced by calculate_aim_cap(), draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ sees_with_specials()

bool Character::sees_with_specials ( const Creature critter) const

Definition at line 6425 of file character.cpp.

6426{
6427 // electroreceptors grants vision of robots and electric monsters through walls
6429 ( critter.in_species( ROBOT ) || critter.has_flag( MF_ELECTRIC ) ) ) {
6430 return true;
6431 }
6432
6433 if( critter.digging() && has_active_bionic( bio_ground_sonar ) ) {
6434 // Bypass the check below, the bionic sonar also bypasses the sees(point) check because
6435 // walls don't block sonar which is transmitted in the ground, not the air.
6436 // TODO: this might need checks whether the player is in the air, or otherwise not connected
6437 // to the ground. It also might need a range check.
6438 return true;
6439 }
6440
6441 return false;
6442}
static const trait_id trait_ELECTRORECEPTORS("ELECTRORECEPTORS")
static const species_id ROBOT("ROBOT")
static const bionic_id bio_ground_sonar("bio_ground_sonar")
virtual bool digging() const
Definition: creature.cpp:179
@ MF_ELECTRIC
Definition: mtype.h:95

References bio_ground_sonar, Creature::digging(), has_active_bionic(), Creature::has_flag(), has_trait(), Creature::in_species(), MF_ELECTRIC, ROBOT, and trait_ELECTRORECEPTORS.

Referenced by draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ set_base_age()

void Character::set_base_age ( int  age)

Definition at line 6891 of file character.cpp.

6892{
6893 init_age = age;
6894}

References age(), and init_age.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_base_height()

void Character::set_base_height ( int  height)

Definition at line 6920 of file character.cpp.

6921{
6923}

References height(), and init_height.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_check_encumbrance()

void Character::set_check_encumbrance ( bool  new_check)
inline

Definition at line 1933 of file character.h.

1933 {
1934 check_encumbrance = new_check;
1935 }

References check_encumbrance.

◆ set_destination()

void Character::set_destination ( const std::vector< tripoint > &  route,
const player_activity new_destination_activity = player_activity() 
)

◆ set_destination_activity()

void Character::set_destination_activity ( const player_activity new_destination_activity)

Definition at line 1018 of file character.cpp.

1019{
1020 destination_activity = new_destination_activity;
1021}

References destination_activity.

Referenced by set_destination().

◆ set_dex_bonus()

void Character::set_dex_bonus ( int  ndex)
virtual

Definition at line 4159 of file character.cpp.

4160{
4161 dex_bonus = ndex;
4162 dex_cur = std::max( 0, dex_max + dex_bonus );
4163}

References dex_bonus, dex_cur, and dex_max.

◆ set_fac_id()

void Character::set_fac_id ( const std::string &  my_fac_id)

Definition at line 7879 of file character.cpp.

7880{
7881 fac_id = faction_id( my_fac_id );
7882}
faction_id fac_id
Definition: character.h:2125
string_id< faction > faction_id
Definition: clzones.h:30

References fac_id.

Referenced by npc_template::load().

◆ set_fatigue()

void Character::set_fatigue ( int  nfatigue)
virtual

Definition at line 4440 of file character.cpp.

4441{
4442 nfatigue = std::max( nfatigue, 0 );
4443 if( fatigue != nfatigue ) {
4444 fatigue = nfatigue;
4445 on_stat_change( "fatigue", fatigue );
4446 }
4447}

References fatigue, and on_stat_change().

Referenced by npc::address_needs(), debug_menu::character_edit_menu(), check_needs_extremes(), player::environmental_revert_effect(), basecamp::finish_return(), player::hardcoded_effects(), mod_fatigue(), and update_needs().

◆ set_healthy()

void Character::set_healthy ( int  nhealthy)
virtual

Setters for health values exclusive to characters.

Definition at line 4242 of file character.cpp.

4243{
4244 healthy = nhealthy;
4245}

References healthy.

Referenced by debug_menu::character_edit_menu(), and player::environmental_revert_effect().

◆ set_healthy_mod()

void Character::set_healthy_mod ( int  nhealthy_mod)
virtual

Definition at line 4254 of file character.cpp.

4255{
4256 healthy_mod = nhealthy_mod;
4257}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), player::environmental_revert_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ set_highest_cat_level()

void Character::set_highest_cat_level ( )

Recalculates mutation_category_level[] values for the player.

Definition at line 7923 of file character.cpp.

7924{
7926
7927 // For each of our mutations...
7928 for( const trait_id &mut : get_mutations() ) {
7929 // ...build up a map of all prerequisite/replacement mutations along the tree, along with their distance from the current mutation
7930 std::unordered_map<trait_id, int> dependency_map;
7931 build_mut_dependency_map( mut, dependency_map, 0 );
7932
7933 // Then use the map to set the category levels
7934 for( const std::pair<const trait_id, int> &i : dependency_map ) {
7935 const mutation_branch &mdata = i.first.obj();
7936 if( !mdata.flags.count( "NON_THRESH" ) ) {
7937 for( const std::string &cat : mdata.category ) {
7938 // Decay category strength based on how far it is from the current mutation
7939 mutation_category_level[cat] += 8 / static_cast<int>( std::pow( 2, i.second ) );
7940 }
7941 }
7942 }
7943 }
7944}

References build_mut_dependency_map(), mutation_branch::category, mutation_branch::flags, get_mutations(), and mutation_category_level.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ set_int_bonus()

void Character::set_int_bonus ( int  nint)
virtual

Definition at line 4169 of file character.cpp.

4170{
4171 int_bonus = nint;
4172 int_cur = std::max( 0, int_max + int_bonus );
4173}

References int_bonus, int_cur, and int_max.

◆ set_max_power_level()

void Character::set_max_power_level ( const units::energy npower_max)

Definition at line 1982 of file character.cpp.

1983{
1984 max_power_level = npower_max;
1985}

References max_power_level.

Referenced by bionics_install_failure(), and player::player().

◆ set_movement_mode()

virtual void Character::set_movement_mode ( character_movemode  mode)
pure virtual

Implemented in avatar, and npc.

Referenced by dismount(), and forced_dismount().

◆ set_mutation()

◆ set_painkiller()

void Character::set_painkiller ( int  npkill)

Sets intensity of painkillers

Definition at line 9793 of file character.cpp.

9794{
9795 npkill = std::max( npkill, 0 );
9796 if( pkill != npkill ) {
9797 const int prev_pain = get_perceived_pain();
9798 pkill = npkill;
9799 on_stat_change( "pkill", pkill );
9800 const int cur_pain = get_perceived_pain();
9801
9802 if( cur_pain != prev_pain ) {
9803 react_to_felt_pain( cur_pain - prev_pain );
9804 on_stat_change( "perceived_pain", cur_pain );
9805 }
9806 }
9807}
void react_to_felt_pain(int intensity)
Definition: character.cpp:853

References Creature::get_perceived_pain(), on_stat_change(), pkill, and react_to_felt_pain().

Referenced by activate_bionic(), player::environmental_revert_effect(), mod_painkiller(), iuse::smoking(), and iuse::weed_cake().

◆ set_per_bonus()

void Character::set_per_bonus ( int  nper)
virtual

Definition at line 4164 of file character.cpp.

4165{
4166 per_bonus = nper;
4167 per_cur = std::max( 0, per_max + per_bonus );
4168}

References per_bonus, per_cur, and per_max.

◆ set_power_level()

void Character::set_power_level ( const units::energy npower)

Definition at line 1977 of file character.cpp.

1978{
1979 power_level = std::min( npower, max_power_level );
1980}

References max_power_level, and power_level.

Referenced by activate_bionic(), avatar::create(), mod_power_level(), and player::player().

◆ set_rad()

void Character::set_rad ( int  new_rad)

◆ set_skill_level()

void Character::set_skill_level ( const skill_id ident,
int  level 
)

◆ set_sleep_deprivation()

void Character::set_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4449 of file character.cpp.

4450{
4451 sleep_deprivation = std::min( static_cast< int >( sleep_deprivation_levels::massive ), std::max( 0,
4452 nsleep_deprivation ) );
4453}

References massive, and sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), player::environmental_revert_effect(), basecamp::finish_return(), mod_sleep_deprivation(), and update_needs().

◆ set_stamina()

◆ set_stashed_activity()

void Character::set_stashed_activity ( const player_activity act,
const player_activity act_back = player_activity() 
)

Definition at line 978 of file character.cpp.

979{
981 stashed_outbounds_backlog = act_back;
982}

References act, stashed_outbounds_activity, and stashed_outbounds_backlog.

◆ set_stim()

void Character::set_stim ( int  new_stim)

Definition at line 7166 of file character.cpp.

7167{
7168 stim = new_stim;
7169}

References stim.

Referenced by activate_bionic(), player::environmental_revert_effect(), modify_stimulation(), and update_needs().

◆ set_stored_kcal()

void Character::set_stored_kcal ( int  kcal)
virtual

Setters for need values exclusive to characters.

Definition at line 4310 of file character.cpp.

4311{
4312 if( stored_calories != kcal ) {
4313 stored_calories = std::min( kcal, max_stored_kcal() );
4314 }
4315}

References max_stored_kcal(), and stored_calories.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), avatar::create(), player::environmental_revert_effect(), marloss_common(), mod_stored_kcal(), and update_stomach().

◆ set_str_bonus()

void Character::set_str_bonus ( int  nstr)
virtual

Setters for stats exclusive to characters.

Definition at line 4154 of file character.cpp.

4155{
4156 str_bonus = nstr;
4157 str_cur = std::max( 0, str_max + str_bonus );
4158}

References str_bonus, str_cur, and str_max.

◆ set_thirst()

void Character::set_thirst ( int  nthirst)
virtual

Definition at line 4422 of file character.cpp.

4423{
4424 if( thirst != nthirst ) {
4425 thirst = nthirst;
4426 on_stat_change( "thirst", thirst );
4427 }
4428}

References on_stat_change(), and thirst.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), npc::consume_food_from_camp(), player::environmental_revert_effect(), basecamp::finish_return(), mod_thirst(), update_stomach(), and vomit().

◆ set_time_died()

void Character::set_time_died ( const time_point time)
inline

set the turn the turn the character died if not already done

Definition at line 1412 of file character.h.

1412 {
1414 time_died = time;
1415 }
1416 }

References calendar::before_time_starts, and time_died.

Referenced by die().

◆ set_type_of_scent()

void Character::set_type_of_scent ( const scenttype_id id)

Definition at line 8759 of file character.cpp.

8760{
8761 type_of_scent = id;
8762}

References id, and type_of_scent.

Referenced by restore_scent(), update_type_of_scent(), and change_scent_iuse::use().

◆ setID()

void Character::setID ( character_id  i,
bool  force = false 
)

Definition at line 466 of file character.cpp.

467{
468 if( id.is_valid() && !force ) {
469 debugmsg( "tried to set id of a npc/player, but has already a id: %d", id.get_value() );
470 } else if( !i.is_valid() && !force ) {
471 debugmsg( "tried to set invalid id of a npc/player: %d", i.get_value() );
472 } else {
473 id = i;
474 }
475}
bool is_valid() const
Definition: character_id.h:19
int get_value() const
Definition: character_id.h:23

References debugmsg, character_id::get_value(), Creature::get_value(), and character_id::is_valid().

Referenced by player::load(), game::load(), npc::randomize(), and game::start_game().

◆ setpos()

◆ setx()

void Character::setx ( int  x)
inline

◆ sety()

void Character::sety ( int  y)
inline

◆ setz()

void Character::setz ( int  z)
inline

Definition at line 794 of file character.h.

794 {
795 setpos( tripoint( position.xy(), z ) );
796 }

References position, setpos(), and tripoint::xy().

Referenced by start_location::place_player(), and game::vertical_shift().

◆ shift_destination()

void Character::shift_destination ( const point shift)

Definition at line 10342 of file character.cpp.

10343{
10345 *next_expected_position += shift;
10346 }
10347
10348 for( auto &elem : auto_move_route ) {
10349 elem += shift;
10350 }
10351}

References auto_move_route, and next_expected_position.

Referenced by game::update_map().

◆ shoe_type_count()

int Character::shoe_type_count ( const itype_id it) const

Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither.

Definition at line 8952 of file character.cpp.

8953{
8954 int ret = 0;
8955 if( is_wearing_on_bp( it, bodypart_id( "foot_l" ) ) ) {
8956 ret++;
8957 }
8958 if( is_wearing_on_bp( it, bodypart_id( "foot_r" ) ) ) {
8959 ret++;
8960 }
8961 return ret;
8962}
bool is_wearing_on_bp(const itype_id &it, const bodypart_id &bp) const
Returns true if the player is wearing the item on the given body part.
Definition: character.cpp:3260

References is_wearing_on_bp(), and cata::hash64_detail::ret.

Referenced by avatar_action::swim(), and game::vertical_move().

◆ short_description()

std::string Character::short_description ( ) const

Definition at line 10331 of file character.cpp.

10332{
10333 return join( short_description_parts(), "; " );
10334}
std::vector< std::string > short_description_parts() const
arg_join< It, Sentinel, char > join(It begin, Sentinel end, string_view sep)
Returns an object that formats the iterator range [begin, end) with elements separated by sep.

References join(), and short_description_parts().

◆ short_description_parts()

std::vector< std::string > Character::short_description_parts ( ) const

Definition at line 10307 of file character.cpp.

10308{
10309 std::vector<std::string> result;
10310
10311 std::string gender = male ? _( "male" ) : _( "female" );
10312 result.push_back( name + ", " + gender );
10313 if( is_armed() ) {
10314 result.push_back( _( "Wielding: " ) + weapon.tname() );
10315 }
10316 const std::string worn_str = enumerate_as_string( worn.begin(), worn.end(),
10317 []( const item & it ) {
10318 return it.tname();
10319 } );
10320 if( !worn_str.empty() ) {
10321 result.push_back( _( "Wearing: " ) + worn_str );
10322 }
10323 const int visibility_cap = 0; // no cap
10324 const auto trait_str = visible_mutations( visibility_cap );
10325 if( !trait_str.empty() ) {
10326 result.push_back( _( "Traits: " ) + trait_str );
10327 }
10328 return result;
10329}
std::string visible_mutations(int visibility_cap) const
Returns an enumeration of visible mutations with colors.
Definition: mutation.cpp:1753

References _, enumerate_as_string(), is_armed(), male, name, item::tname(), visible_mutations(), weapon, and worn.

Referenced by short_description().

◆ shout()

void Character::shout ( std::string  msg = "",
bool  order = false 
)

Definition at line 7729 of file character.cpp.

7730{
7731 int base = 10;
7732 std::string shout;
7733
7734 // You can't shout without your face
7735 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7736 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7737 add_msg_if_player( m_warning, _( "You try to shout but you have no face!" ) );
7738 return;
7739 }
7740
7741 // Mutations make shouting louder, they also define the default message
7742 if( has_trait( trait_SHOUT3 ) ) {
7743 base = 20;
7744 if( msg.empty() ) {
7745 msg = is_player() ? _( "yourself let out a piercing howl!" ) : _( "a piercing howl!" );
7746 shout = "howl";
7747 }
7748 } else if( has_trait( trait_SHOUT2 ) ) {
7749 base = 15;
7750 if( msg.empty() ) {
7751 msg = is_player() ? _( "yourself scream loudly!" ) : _( "a loud scream!" );
7752 shout = "scream";
7753 }
7754 }
7755
7756 if( msg.empty() ) {
7757 msg = is_player() ? _( "yourself shout loudly!" ) : _( "a loud shout!" );
7758 shout = "default";
7759 }
7760 int noise = get_shout_volume();
7761
7762 // Minimum noise volume possible after all reductions.
7763 // Volume 1 can't be heard even by player
7764 constexpr int minimum_noise = 2;
7765
7766 if( noise <= base ) {
7767 std::string dampened_shout;
7768 std::transform( msg.begin(), msg.end(), std::back_inserter( dampened_shout ), tolower );
7769 msg = std::move( dampened_shout );
7770 }
7771
7772 // Screaming underwater is not good for oxygen and harder to do overall
7773 if( underwater ) {
7775 mod_stat( "oxygen", -noise );
7776 }
7777 }
7778
7779 const int penalty = encumb( bp_mouth ) * 3 / 2;
7780 // TODO: indistinct noise descriptions should be handled in the sounds code
7781 if( noise <= minimum_noise ) {
7783 _( "The sound of your voice is almost completely muffled!" ) );
7784 msg = is_player() ? _( "your muffled shout" ) : _( "an indistinct voice" );
7785 } else if( noise * 2 <= noise + penalty ) {
7786 // The shout's volume is 1/2 or lower of what it would be without the penalty
7787 add_msg_if_player( m_warning, _( "The sound of your voice is significantly muffled!" ) );
7788 }
7789
7791 "shout", shout );
7792}
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7729
int get_shout_volume() const
Definition: character.cpp:7686
bool move(avatar &you, map &m, const tripoint &d)
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1636

References _, Creature::add_msg_if_player(), sounds::alert, bp_mouth, encumb(), get_shout_volume(), has_trait(), Creature::is_player(), is_wearing(), itype_id, m_warning, mod_stat(), avatar_action::move(), noise, sounds::order, pos(), shout(), sounds::sound(), trait_GILLS, trait_GILLS_CEPH, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, iexamine::transform(), and Creature::underwater.

Referenced by game::chat(), dialogue::dynamic_line(), shout(), suffer_from_schizophrenia(), and suffer_while_awake().

◆ sight_impaired()

bool Character::sight_impaired ( ) const

◆ sight_range()

int Character::sight_range ( int  light_level) const
overridevirtual

Returns the player's sight range.

Implements Creature.

Definition at line 719 of file character.cpp.

720{
721 if( light_level == 0 ) {
722 return 1;
723 }
724 /* Via Beer-Lambert we have:
725 * light_level * (1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance) ) <= LIGHT_AMBIENT_LOW
726 * Solving for distance:
727 * 1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) <= LIGHT_AMBIENT_LOW / light_level
728 * 1 <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW / light_level
729 * light_level <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW
730 * log(light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance + log(LIGHT_AMBIENT_LOW)
731 * log(light_level) - log(LIGHT_AMBIENT_LOW) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
732 * log(LIGHT_AMBIENT_LOW / light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
733 * log(LIGHT_AMBIENT_LOW / light_level) * (1 / LIGHT_TRANSPARENCY_OPEN_AIR) <= distance
734 */
735 int range = static_cast<int>( -std::log( get_vision_threshold( static_cast<int>
736 ( get_map().ambient_light_at( pos() ) ) ) / static_cast<float>( light_level ) ) *
737 ( 1.0 / LIGHT_TRANSPARENCY_OPEN_AIR ) );
738
739 // Clamp to [1, sight_max].
740 return clamp( range, 1, sight_max );
741}
float get_vision_threshold(float light_level) const
Returns the apparent light level at which the player can see.
Definition: character.cpp:1809
static constexpr float LIGHT_TRANSPARENCY_OPEN_AIR
Definition: lightmap.h:36

References clamp(), get_map(), get_vision_threshold(), LIGHT_TRANSPARENCY_OPEN_AIR, pos(), and sight_max.

Referenced by game::calc_driving_offset(), overmap_sight_range(), sees_with_infrared(), and editmap::update_view_with_help().

◆ skin_name()

std::string Character::skin_name ( ) const
overridevirtual

Returns the name of the player's outer layer, e.g.

"armor plates"

Implements Creature.

Definition at line 561 of file character.cpp.

562{
563 // TODO: Return actual deflecting layer name
564 return _( "armor" );
565}

References _.

◆ sound_hallu()

void Character::sound_hallu ( )

Creates an auditory hallucination.

Definition at line 1708 of file suffer.cpp.

1709{
1710 // Random 'dangerous' sound from a random direction
1711 // 1/5 chance to be a loud sound
1712 std::vector<std::string> dir{ "north",
1713 "northeast",
1714 "northwest",
1715 "south",
1716 "southeast",
1717 "southwest",
1718 "east",
1719 "west" };
1720
1721 std::vector<std::string> dirz{ "and above you ", "and below you " };
1722
1723 std::vector<std::tuple<std::string, std::string, std::string>> desc{
1724 std::make_tuple( "whump!", "smash_fail", "t_door_c" ),
1725 std::make_tuple( "crash!", "smash_success", "t_door_c" ),
1726 std::make_tuple( "glass breaking!", "smash_success", "t_window_domestic" ) };
1727
1728 std::vector<std::tuple<std::string, std::string, std::string>> desc_big{
1729 std::make_tuple( "huge explosion!", "explosion", "default" ),
1730 std::make_tuple( "bang!", "fire_gun", "glock_19" ),
1731 std::make_tuple( "blam!", "fire_gun", "mossberg_500" ),
1732 std::make_tuple( "crash!", "smash_success", "t_wall" ),
1733 std::make_tuple( "SMASH!", "smash_success", "t_wall" ) };
1734
1735 std::string i_dir = dir[rng( 0, dir.size() - 1 )];
1736
1737 if( one_in( 10 ) ) {
1738 i_dir += " " + dirz[rng( 0, dirz.size() - 1 )];
1739 }
1740
1741 std::string i_desc;
1742 std::pair<std::string, std::string> i_sound;
1743 if( one_in( 5 ) ) {
1744 int r_int = rng( 0, desc_big.size() - 1 );
1745 i_desc = std::get<0>( desc_big[r_int] );
1746 i_sound = std::make_pair( std::get<1>( desc_big[r_int] ), std::get<2>( desc_big[r_int] ) );
1747 } else {
1748 int r_int = rng( 0, desc.size() - 1 );
1749 i_desc = std::get<0>( desc[r_int] );
1750 i_sound = std::make_pair( std::get<1>( desc[r_int] ), std::get<2>( desc[r_int] ) );
1751 }
1752
1753 add_msg( m_warning, _( "From the %1$s you hear %2$s" ), i_dir, i_desc );
1754 sfx::play_variant_sound( i_sound.first, i_sound.second, rng( 20, 80 ) );
1755}
void play_variant_sound(const std::string &id, const std::string &variant, int volume, units::angle angle, double pitch_min=-1.0, double pitch_max=-1.0)
Definition: sounds.cpp:1599

References _, add_msg(), m_warning, one_in(), sfx::play_variant_sound(), and rng().

Referenced by player::hardcoded_effects(), and suffer_from_schizophrenia().

◆ speed_rating()

float Character::speed_rating ( ) const
overridevirtual

Returns an approximate number of tiles this creature can travel per turn.

Implements Creature.

Reimplemented in npc.

Definition at line 9995 of file character.cpp.

9996{
9997 float ret = get_speed() / 100.0f;
9998 ret *= 100.0f / run_cost( 100, false );
9999 // Adjustment for player being able to run, but not doing so at the moment
10000 if( move_mode != CMM_RUN ) {
10001 ret *= 1.0f + ( static_cast<float>( get_stamina() ) / static_cast<float>( get_stamina_max() ) );
10002 }
10003 return ret;
10004}
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
int get_speed() const override
Definition: character.cpp:4124

References CMM_RUN, get_speed(), get_stamina(), get_stamina_max(), move_mode, cata::hash64_detail::ret, and run_cost().

◆ spores()

void Character::spores ( )

Definition at line 8781 of file character.cpp.

8782{
8783 map &here = get_map();
8784 fungal_effects fe( *g, here );
8785 //~spore-release sound
8786 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8787 for( const tripoint &sporep : here.points_in_radius( pos(), 1 ) ) {
8788 if( sporep == pos() ) {
8789 continue;
8790 }
8791 fe.fungalize( sporep, this, 0.25 );
8792 }
8793}

References _, sounds::combat, fungal_effects::fungalize(), g, get_map(), map::points_in_radius(), pos(), and sounds::sound().

Referenced by activate_mutation(), player::hardcoded_effects(), and suffer_while_awake().

◆ stamina_move_cost_modifier()

float Character::stamina_move_cost_modifier ( ) const

Definition at line 7257 of file character.cpp.

7258{
7259 // Both walk and run speed drop to half their maximums as stamina approaches 0.
7260 // Convert stamina to a float first to allow for decimal place carrying
7261 float stamina_modifier = ( static_cast<float>( get_stamina() ) / get_stamina_max() + 1 ) / 2;
7262 if( move_mode == CMM_RUN && get_stamina() >= 0 ) {
7263 // Rationale: Average running speed is 2x walking speed. (NOT sprinting)
7264 stamina_modifier *= 2.0;
7265 }
7266 if( move_mode == CMM_CROUCH ) {
7267 stamina_modifier *= 0.5;
7268 }
7269 return stamina_modifier;
7270}
@ CMM_CROUCH
Definition: character.h:104

References CMM_CROUCH, CMM_RUN, get_stamina(), get_stamina_max(), and move_mode.

Referenced by burn_move_stamina(), and run_cost().

◆ start_destination_activity()

void Character::start_destination_activity ( )

Definition at line 10505 of file character.cpp.

10506{
10507 if( !has_destination_activity() ) {
10508 debugmsg( "Tried to start invalid destination activity" );
10509 return;
10510 }
10511
10514}
void clear_destination()
bool has_destination_activity() const

References assign_activity(), clear_destination(), debugmsg, get_destination_activity(), and has_destination_activity().

Referenced by game::handle_action(), and npc::move().

◆ start_hauling()

void Character::start_hauling ( )

Definition at line 9171 of file character.cpp.

9172{
9173 add_msg( _( "You start hauling items along the ground." ) );
9174 if( is_armed() ) {
9175 add_msg( m_warning, _( "Your hands are not free, which makes hauling slower." ) );
9176 }
9177 hauling = true;
9178}

References _, add_msg(), hauling, is_armed(), and m_warning.

Referenced by haul().

◆ stop_hauling()

void Character::stop_hauling ( )

Definition at line 9180 of file character.cpp.

9181{
9182 add_msg( _( "You stop hauling items." ) );
9183 hauling = false;
9184 if( has_activity( ACT_MOVE_ITEMS ) ) {
9186 }
9187}

References _, ACT_MOVE_ITEMS, add_msg(), cancel_activity(), has_activity(), and hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), and game::vertical_move().

◆ store()

void Character::store ( JsonOut json) const
protected

Load variables from json into object.

These variables are common to both the avatar and NPCs.

Definition at line 648 of file savegame_json.cpp.

649{
650 Creature::store( json );
651
652 // assumes already in Character object
653 // positional data
654 json.member( "posx", position.x );
655 json.member( "posy", position.y );
656 json.member( "posz", position.z );
657
658 // stat
659 json.member( "str_cur", str_cur );
660 json.member( "str_max", str_max );
661 json.member( "dex_cur", dex_cur );
662 json.member( "dex_max", dex_max );
663 json.member( "int_cur", int_cur );
664 json.member( "int_max", int_max );
665 json.member( "per_cur", per_cur );
666 json.member( "per_max", per_max );
667
668 json.member( "str_bonus", str_bonus );
669 json.member( "dex_bonus", dex_bonus );
670 json.member( "per_bonus", per_bonus );
671 json.member( "int_bonus", int_bonus );
672
673 json.member( "base_age", init_age );
674 json.member( "base_height", init_height );
675
676 if( prof.is_valid() ) {
677 json.member( "profession", prof );
678 }
679 json.member( "custom_profession", custom_profession );
680
681 // health
682 json.member( "healthy", healthy );
683 json.member( "healthy_mod", healthy_mod );
684 json.member( "healed_24h", healed_total );
685
686 // status
687 json.member( "temp_cur", temp_cur );
688 json.member( "temp_conv", temp_conv );
689 json.member( "frostbite_timer", frostbite_timer );
690 json.member( "body_wetness", body_wetness );
691
692 // needs
693 json.member( "thirst", thirst );
694 json.member( "fatigue", fatigue );
695 json.member( "sleep_deprivation", sleep_deprivation );
696 json.member( "stored_calories", stored_calories );
697 json.member( "radiation", radiation );
698 json.member( "stamina", stamina );
699 json.member( "vitamin_levels", vitamin_levels );
700 json.member( "pkill", pkill );
701 json.member( "omt_path", omt_path );
702 json.member( "consumption_history", consumption_history );
703
704 // crafting etc
705 json.member( "destination_activity", destination_activity );
706 json.member( "activity", activity );
707 json.member( "stashed_outbounds_activity", stashed_outbounds_activity );
708 json.member( "stashed_outbounds_backlog", stashed_outbounds_backlog );
709 json.member( "backlog", backlog );
710 json.member( "activity_vehicle_part_index", activity_vehicle_part_index ); // NPC activity
711
712 // handling for storing activity requirements
713 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
714 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
715 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
716 requirement_data things_to_fetch = requirement_id( backlog.front().str_values.back() ).obj();
717 json.member( "fetch_data", things_to_fetch );
718 }
719
720 json.member( "stim", stim );
721 json.member( "type_of_scent", type_of_scent );
722
723 // breathing
724 json.member( "underwater", underwater );
725 json.member( "oxygen", oxygen );
726
727 // traits: permanent 'mutations' more or less
728 json.member( "traits", my_traits );
729 json.member( "mutations", my_mutations );
730 json.member( "magic", magic );
731 json.member( "martial_arts_data", martial_arts_data );
732 // "Fracking Toasters" - Saul Tigh, toaster
733 json.member( "my_bionics", *my_bionics );
734
735 json.member_as_string( "move_mode", move_mode );
736
737 // storing the mount
738 if( is_mounted() ) {
739 json.member( "mounted_creature", g->critter_tracker->temporary_id( *mounted_creature ) );
740 }
741
742 morale->store( json );
743
744 // skills
745 json.member( "skills" );
746 json.start_object();
747 for( const auto &pair : *_skills ) {
748 json.member( pair.first.str(), pair.second );
749 }
750 json.end_object();
751
752 // npc: unimplemented, potentially useful
753 json.member( "learned_recipes", *learned_recipes );
754 autolearn_skills_stamp->clear(); // Invalidates the cache
755
756 // npc; unimplemented
757 if( power_level < 1_kJ ) {
758 json.member( "power_level", std::to_string( units::to_joule( power_level ) ) + " J" );
759 } else {
760 json.member( "power_level", units::to_kilojoule( power_level ) );
761 }
762 json.member( "max_power_level", units::to_kilojoule( max_power_level ) );
763
764 if( !overmap_time.empty() ) {
765 json.member( "overmap_time" );
766 json.start_array();
767 for( const std::pair<const point_abs_omt, time_duration> &pr : overmap_time ) {
768 json.write( pr.first );
769 json.write( pr.second );
770 }
771 json.end_array();
772 }
773 json.member( "stomach", stomach );
774 json.member( "automoveroute", auto_move_route );
775 json.member( "known_traps" );
776 json.start_array();
777 for( const auto &elem : known_traps ) {
778 json.start_object();
779 json.member( "x", elem.first.x );
780 json.member( "y", elem.first.y );
781 json.member( "z", elem.first.z );
782 json.member( "trap", elem.second );
783 json.end_object();
784 }
785 json.end_array();
786}
void store(JsonOut &jsout) const
These two functions are responsible for storing and loading the members of this class to/from json da...
void member_as_string(const std::string &name, const T &value)
Definition: json.h:751
void end_array()
Definition: json.cpp:1961
void start_array(bool wrap=false)
Definition: json.cpp:1950
void start_object(bool wrap=false)
Definition: json.cpp:1931
void write(T val)
Definition: json.h:620
void end_object()
Definition: json.cpp:1942
void member(const std::string &name)
Definition: json.cpp:2046

References _skills, activity, activity_vehicle_part_index, auto_move_route, autolearn_skills_stamp, backlog, body_wetness, consumption_history, custom_profession, destination_activity, dex_bonus, dex_cur, dex_max, JsonOut::end_array(), JsonOut::end_object(), fatigue, frostbite_timer, g, healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, is_mounted(), string_id< T >::is_valid(), known_traps, learned_recipes, magic, martial_arts_data, max_power_level, JsonOut::member(), JsonOut::member_as_string(), morale, mounted_creature, move_mode, my_bionics, my_mutations, my_traits, string_id< T >::obj(), omt_path, overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, sleep_deprivation, stamina, JsonOut::start_array(), JsonOut::start_object(), stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, Creature::store(), stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, units::to_joule(), units::to_kilojoule(), to_string(), type_of_scent, Creature::underwater, vitamin_levels, JsonOut::write(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by monster::serialize(), avatar::serialize(), npc::serialize(), and player::store().

◆ suffer()

void Character::suffer ( )

Handles a large number of timers decrementing and other randomized effects.

Definition at line 1470 of file suffer.cpp.

1471{
1472 const int current_stim = get_stim();
1473 // TODO: Remove this section and encapsulate hp_cur
1474 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
1475 if( elem.second.get_hp_cur() <= 0 ) {
1476 add_effect( effect_disabled, 1_turns, elem.first->token );
1477 }
1478 }
1479
1480 for( size_t i = 0; i < get_bionics().size(); i++ ) {
1481 process_bionic( i );
1482 }
1483
1484 for( std::pair<const trait_id, Character::trait_data> &mut : my_mutations ) {
1485 const mutation_branch &mdata = mut.first.obj();
1486 if( calendar::once_every( 1_minutes ) ) {
1487 suffer_water_damage( mdata );
1488 }
1489 Character::trait_data &tdata = mut.second;
1490 if( tdata.powered ) {
1491 suffer_mutation_power( mdata, tdata );
1492 }
1493 }
1494
1495 if( underwater ) {
1497 }
1498
1500
1501 if( !in_sleep_state() ) {
1502 suffer_while_awake( current_stim );
1503 } // Done with while-awake-only effects
1504
1505 if( has_trait( trait_ASTHMA ) ) {
1506 suffer_from_asthma( current_stim );
1507 }
1508
1514 suffer_from_stimulants( current_stim );
1516 // Stimulants can lessen the PERCEIVED effects of sleep deprivation, but
1517 // they do nothing to cure it. As such, abuse is even more dangerous now.
1518 if( current_stim > 0 ) {
1519 // 100% of blacking out = 20160sd ; Max. stim modifier = 12500sd @ 250stim
1520 // Note: Very high stim already has its own slew of bad effects,
1521 // so the "useful" part of this bonus is actually lower.
1522 sleep_deprivation -= current_stim * 50;
1523 }
1524
1526 //Suffer from enchantments
1527 enchantment_cache->activate_passive( *this );
1528
1529 if( calendar::once_every( 1_hours ) ) {
1531 }
1532}
void suffer_in_sunlight()
Definition: suffer.cpp:718
void suffer_from_artifacts()
Definition: suffer.cpp:1319
void suffer_from_addictions()
Definition: suffer.cpp:273
void suffer_from_stimulants(int current_stim)
Definition: suffer.cpp:1341
void process_bionic(int b)
Handles bionic effects over time of the entered bionic.
Definition: bionics.cpp:1526
void suffer_water_damage(const mutation_branch &mdata)
suffer() subcalls
Definition: suffer.cpp:182
void suffer_while_awake(int current_stim)
Definition: suffer.cpp:300
void suffer_from_other_mutations()
Definition: suffer.cpp:945
void suffer_mutation_power(const mutation_branch &mdata, Character::trait_data &tdata)
Definition: suffer.cpp:202
void suffer_without_sleep(int sleep_deprivation)
Definition: suffer.cpp:1383
void suffer_while_underwater()
Definition: suffer.cpp:250
void suffer_from_bad_bionics()
Definition: suffer.cpp:1228
void suffer_from_radiation()
Definition: suffer.cpp:1054
void suffer_from_asthma(int current_stim)
Definition: suffer.cpp:616
bool powered
Whether the mutation is activated.
Definition: character.h:2035
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_disabled("disabled")
static const trait_id trait_ASTHMA("ASTHMA")

References Creature::add_effect(), effect_accumulated_mutagen, effect_disabled, enchantment_cache, get_bionics(), Creature::get_body(), get_sleep_deprivation(), get_stim(), has_trait(), in_sleep_state(), my_mutations, num_bp, calendar::once_every(), Character::trait_data::powered, process_bionic(), sleep_deprivation, suffer_from_addictions(), suffer_from_artifacts(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_stimulants(), suffer_in_sunlight(), suffer_mutation_power(), suffer_water_damage(), suffer_while_awake(), suffer_while_underwater(), suffer_without_sleep(), trait_ASTHMA, and Creature::underwater.

Referenced by player::process_turn().

◆ suffer_from_addictions()

void Character::suffer_from_addictions ( )
private

Definition at line 273 of file suffer.cpp.

274{
275 time_duration timer = -6_hours;
276 if( has_trait( trait_ADDICTIVE ) ) {
277 timer = -10_hours;
278 } else if( has_trait( trait_NONADDICTIVE ) ) {
279 timer = -3_hours;
280 }
281 for( addiction &cur_addiction : addictions ) {
282 if( cur_addiction.sated <= 0_turns &&
283 cur_addiction.intensity >= MIN_ADDICTION_LEVEL ) {
284 addict_effect( *this, cur_addiction );
285 }
286 cur_addiction.sated -= 1_turns;
287 // Higher intensity addictions heal faster
288 if( cur_addiction.sated - 10_minutes * cur_addiction.intensity < timer ) {
289 if( cur_addiction.intensity <= 2 ) {
290 rem_addiction( cur_addiction.type );
291 break;
292 } else {
293 cur_addiction.intensity--;
294 cur_addiction.sated = 0_turns;
295 }
296 }
297 }
298}
void addict_effect(Character &u, addiction &add)
Definition: addiction.cpp:57
constexpr int MIN_ADDICTION_LEVEL
Definition: addiction.h:13
void rem_addiction(add_type type)
Removes an addition from the player.
Definition: suffer.cpp:1948

References addict_effect(), addictions, has_trait(), MIN_ADDICTION_LEVEL, rem_addiction(), trait_ADDICTIVE, and trait_NONADDICTIVE.

Referenced by suffer().

◆ suffer_from_artifacts()

void Character::suffer_from_artifacts ( )
private

Definition at line 1319 of file suffer.cpp.

1320{
1321 // Artifact effects
1323 add_effect( effect_attention, 3_turns );
1324 }
1325
1327 get_weather().weather_id->precip < precip_class::heavy ) {
1331 }
1332
1333 if( has_artifact_with( AEP_MUTAGENIC ) && one_turn_in( 48_hours ) ) {
1334 mutate();
1335 }
1336 if( has_artifact_with( AEP_FORCE_TELEPORT ) && one_turn_in( 1_hours ) ) {
1337 teleport::teleport( *this );
1338 }
1339}
const weather_type_id & get_bad_weather() const
weather_type_id weather_override
Definition: weather.h:199
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_BAD_WEATHER
Definition: enums.h:140
const weather_generator & get_cur_weather_gen() const
Definition: weather.cpp:1049
void set_nextweather(time_point t)
Definition: weather.cpp:1101
bool one_turn_in(const time_duration &duration)
Definition: rng.cpp:70
static const efftype_id effect_attention("attention")

References Creature::add_effect(), AEP_ATTENTION, AEP_BAD_WEATHER, AEP_FORCE_TELEPORT, AEP_MUTAGENIC, effect_attention, weather_generator::get_bad_weather(), weather_manager::get_cur_weather_gen(), get_weather(), has_artifact_with(), heavy, mutate(), calendar::once_every(), one_turn_in(), weather_manager::set_nextweather(), teleport::teleport(), calendar::turn, and weather_manager::weather_override.

Referenced by suffer().

◆ suffer_from_asthma()

void Character::suffer_from_asthma ( int  current_stim)
private

Definition at line 616 of file suffer.cpp.

617{
621 return;
622 }
623 if( !one_in( ( to_turns<int>( 6_hours ) - current_stim * 300 ) *
624 ( has_effect( effect_sleep ) ? 10 : 1 ) ) ) {
625 return;
626 }
627 bool auto_use = has_charges( itype_inhaler, 1 ) || has_charges( itype_oxygen_tank, 1 ) ||
629 bool oxygenator = has_bionic( bio_gills ) && get_power_level() >= 3_kJ;
630 if( underwater ) {
631 oxygen = oxygen / 2;
632 auto_use = false;
633 }
634
635 add_msg_player_or_npc( m_bad, _( "You have an asthma attack!" ),
636 "<npcname> starts wheezing and coughing." );
637
639 inventory map_inv;
640 map_inv.form_from_map( g->u.pos(), 2, &g->u );
641 // check if an inhaler is somewhere near
642 bool nearby_use = auto_use || oxygenator || map_inv.has_charges( itype_inhaler, 1 ) ||
643 map_inv.has_charges( itype_oxygen_tank, 1 ) ||
644 map_inv.has_charges( itype_smoxygen_tank, 1 );
645 // check if character has an oxygenator first
646 if( oxygenator ) {
647 mod_power_level( -3_kJ );
648 add_msg_if_player( m_info, _( "You use your Oxygenator to clear it up, "
649 "then go back to sleep." ) );
650 } else if( auto_use ) {
652 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
653 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
655 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
656 "and go back to sleep." ) );
657 }
658 } else if( nearby_use ) {
659 // create new variable to resolve a reference issue
660 int amount = 1;
661 map &here = get_map();
662 if( !here.use_charges( g->u.pos(), 2, itype_inhaler, amount ).empty() ) {
663 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
664 } else if( !here.use_charges( g->u.pos(), 2, itype_oxygen_tank, amount ).empty() ||
665 !here.use_charges( g->u.pos(), 2, itype_smoxygen_tank, amount ).empty() ) {
666 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
667 "and go back to sleep." ) );
668 }
669 } else {
670 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
671 if( has_effect( effect_sleep ) ) {
672 wake_up();
673 } else {
674 if( !is_npc() ) {
675 g->cancel_activity_or_ignore_query( distraction_type::asthma,
676 _( "You can't focus while choking!" ) );
677 }
678 }
679 }
680 } else if( auto_use ) {
681 int charges = 0;
683 moves -= 40;
684 charges = charges_of( itype_inhaler );
685 if( charges == 0 ) {
686 add_msg_if_player( m_bad, _( "You use your last inhaler charge." ) );
687 } else {
688 add_msg_if_player( m_info, vgettext( "You use your inhaler, "
689 "only %d charge left.",
690 "You use your inhaler, "
691 "only %d charges left.", charges ),
692 charges );
693 }
694 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
696 moves -= 500; // synched with use action
698 if( charges == 0 ) {
699 add_msg_if_player( m_bad, _( "You breathe in last bit of oxygen "
700 "from the tank." ) );
701 } else {
702 add_msg_if_player( m_info, vgettext( "You take a deep breath from your oxygen "
703 "tank, only %d charge left.",
704 "You take a deep breath from your oxygen "
705 "tank, only %d charges left.", charges ),
706 charges );
707 }
708 }
709 } else {
710 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
711 if( !is_npc() ) {
712 g->cancel_activity_or_ignore_query( distraction_type::asthma,
713 _( "You can't focus while choking!" ) );
714 }
715 }
716}
bool use_charges_if_avail(const itype_id &it, int quantity)
Definition: character.cpp:9654
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: inventory.cpp:891
std::list< item > use_charges(const tripoint &origin, int range, const itype_id &type, int &quantity, const std::function< bool(const item &)> &filter=return_true< item >, basecamp *bcp=nullptr)
Definition: map.cpp:4916
static const efftype_id effect_datura("datura")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_asthma("asthma")
static const itype_id itype_oxygen_tank("oxygen_tank")
static const itype_id itype_inhaler("inhaler")
static const itype_id itype_smoxygen_tank("smoxygen_tank")
static const bionic_id bio_gills("bio_gills")
static const efftype_id effect_took_antiasthmatic("took_antiasthmatic")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), asthma, bio_gills, visitable< Character >::charges_of(), effect_adrenaline, effect_asthma, effect_datura, effect_narcosis, effect_sleep, effect_took_antiasthmatic, inventory::form_from_map(), g, get_map(), get_power_level(), has_bionic(), has_charges(), inventory::has_charges(), Creature::has_effect(), in_sleep_state(), Creature::is_npc(), itype_inhaler, itype_oxygen_tank, itype_smoxygen_tank, m_bad, m_info, mod_power_level(), Creature::moves, one_in(), oxygen, rng(), Creature::underwater, map::use_charges(), use_charges_if_avail(), vgettext(), and wake_up().

Referenced by suffer().

◆ suffer_from_bad_bionics()

void Character::suffer_from_bad_bionics ( )
private

Definition at line 1228 of file suffer.cpp.

1229{
1230 // Negative bionics effects
1231 if( has_bionic( bio_dis_shock ) && get_power_level() > 9_kJ && one_turn_in( 2_hours ) &&
1233 add_msg_if_player( m_bad, _( "You suffer a painful electrical discharge!" ) );
1234 mod_pain( 1 );
1235 moves -= 150;
1236 mod_power_level( -10_kJ );
1237
1238 if( weapon.typeId() == itype_e_handcuffs && weapon.charges > 0 ) {
1239 weapon.charges -= rng( 1, 3 ) * 50;
1240 if( weapon.charges < 1 ) {
1241 weapon.charges = 1;
1242 }
1243
1244 add_msg_if_player( m_good, _( "The %s seems to be affected by the discharge." ),
1245 weapon.tname() );
1246 }
1247 sfx::play_variant_sound( "bionics", "elec_discharge", 100 );
1248 }
1249 if( has_bionic( bio_dis_acid ) && one_turn_in( 150_minutes ) ) {
1250 add_msg_if_player( m_bad, _( "You suffer a burning acidic discharge!" ) );
1251 hurtall( 1, nullptr );
1252 sfx::play_variant_sound( "bionics", "acid_discharge", 100 );
1253 sfx::do_player_death_hurt( g->u, false );
1254 }
1255 if( has_bionic( bio_drain ) && get_power_level() > 24_kJ && one_turn_in( 1_hours ) ) {
1256 add_msg_if_player( m_bad, _( "Your batteries discharge slightly." ) );
1257 mod_power_level( -25_kJ );
1258 sfx::play_variant_sound( "bionics", "elec_crackle_low", 100 );
1259 }
1260 if( has_bionic( bio_noise ) && one_turn_in( 50_minutes ) &&
1262 // TODO: NPCs with said bionic
1263 if( !is_deaf() ) {
1264 add_msg( m_bad, _( "A bionic emits a crackle of noise!" ) );
1265 sfx::play_variant_sound( "bionics", "elec_blast", 100 );
1266 } else {
1267 add_msg_if_player( m_bad, _( "You feel your faulty bionic shuddering." ) );
1268 sfx::play_variant_sound( "bionics", "elec_blast_muffled", 100 );
1269 }
1270 sounds::sound( pos(), 60, sounds::sound_t::movement, _( "Crackle!" ) ); //sfx above
1271 }
1273 get_power_level() >= get_max_power_level() * .75 ) {
1274 mod_str_bonus( -3 );
1275 }
1276 if( has_bionic( bio_trip ) && one_turn_in( 50_minutes ) &&
1279 add_msg_if_player( m_bad, _( "Your vision pixelates!" ) );
1280 add_effect( effect_visuals, 10_minutes );
1281 sfx::play_variant_sound( "bionics", "pixelated", 100 );
1282 }
1283 if( has_bionic( bio_spasm ) && one_turn_in( 5_hours ) && !has_effect( effect_downed ) &&
1286 _( "Your malfunctioning bionic causes you to spasm and fall to the floor!" ),
1287 _( "<npcname> spasms and falls to the floor!" ) );
1288 mod_pain( 1 );
1289 add_effect( effect_stunned, 1_turns );
1290 add_effect( effect_downed, 10_turns, num_bp, 0 );
1291 sfx::play_variant_sound( "bionics", "elec_crackle_high", 100 );
1292 }
1293 if( has_bionic( bio_shakes ) && get_power_level() > 24_kJ && one_turn_in( 2_hours ) ) {
1294 add_msg_if_player( m_bad, _( "Your bionics short-circuit, causing you to tremble and shiver." ) );
1295 mod_power_level( -25_kJ );
1296 add_effect( effect_shakes, 5_minutes );
1297 sfx::play_variant_sound( "bionics", "elec_crackle_med", 100 );
1298 }
1299 if( has_bionic( bio_leaky ) && one_turn_in( 6_minutes ) ) {
1300 mod_healthy_mod( -1, -200 );
1301 }
1302 if( has_bionic( bio_sleepy ) && one_turn_in( 50_minutes ) && !in_sleep_state() ) {
1303 mod_fatigue( 1 );
1304 }
1305 if( has_bionic( bio_itchy ) && one_turn_in( 50_minutes ) && !has_effect( effect_formication ) &&
1307 add_msg_if_player( m_bad, _( "Your malfunctioning bionic itches!" ) );
1308 body_part bp = random_body_part( true );
1309 add_effect( effect_formication, 10_minutes, bp );
1310 }
1311 if( has_bionic( bio_glowy ) && !has_effect( effect_glowy_led ) && one_turn_in( 50_minutes ) &&
1312 get_power_level() > 1_kJ ) {
1313 add_msg_if_player( m_bad, _( "Your malfunctioning bionic starts to glow!" ) );
1314 add_effect( effect_glowy_led, 5_minutes );
1315 mod_power_level( -1_kJ );
1316 }
1317}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
static const bionic_id bio_shakes("bio_shakes")
static const efftype_id effect_glowy_led("glowy_led")
static const efftype_id effect_downed("downed")
static const bionic_id bio_power_weakness("bio_power_weakness")
static const bionic_id bio_dis_shock("bio_dis_shock")
static const bionic_id bio_glowy("bio_glowy")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_trip("bio_trip")
static const bionic_id bio_dis_acid("bio_dis_acid")
static const itype_id itype_e_handcuffs("e_handcuffs")
static const bionic_id bio_spasm("bio_spasm")
static const bionic_id bio_sleepy("bio_sleepy")
static const bionic_id bio_noise("bio_noise")
static const efftype_id effect_shakes("shakes")
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_formication("formication")
static const bionic_id bio_drain("bio_drain")
static const bionic_id bio_itchy("bio_itchy")
static const bionic_id bio_leaky("bio_leaky")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bio_dis_acid, bio_dis_shock, bio_drain, bio_glowy, bio_itchy, bio_leaky, bio_noise, bio_power_weakness, bio_shakes, bio_sleepy, bio_spasm, bio_trip, item::charges, sfx::do_player_death_hurt(), effect_downed, effect_formication, effect_glowy_led, effect_narcosis, effect_shakes, effect_stunned, effect_visuals, g, get_max_power_level(), get_power_level(), has_bionic(), Creature::has_effect(), has_max_power(), hurtall(), in_sleep_state(), is_deaf(), itype_e_handcuffs, m_bad, m_good, m_warning, mod_fatigue(), mod_healthy_mod(), Creature::mod_pain(), mod_power_level(), mod_str_bonus(), sounds::movement, Creature::moves, num_bp, one_turn_in(), sfx::play_variant_sound(), pos(), random_body_part(), rng(), sounds::sound(), item::tname(), item::typeId(), and weapon.

Referenced by suffer().

◆ suffer_from_chemimbalance()

void Character::suffer_from_chemimbalance ( )
private

Definition at line 367 of file suffer.cpp.

368{
369 if( one_turn_in( 6_hours ) && !has_trait( trait_NOPAIN ) ) {
370 add_msg_if_player( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
371 mod_pain( 3 * rng( 1, 3 ) );
372 }
373 if( one_turn_in( 6_hours ) ) {
374 int pkilladd = 5 * rng( -1, 2 );
375 if( pkilladd > 0 ) {
376 add_msg_if_player( m_bad, _( "You suddenly feel numb." ) );
377 } else if( ( pkilladd < 0 ) && ( !( has_trait( trait_NOPAIN ) ) ) ) {
378 add_msg_if_player( m_bad, _( "You suddenly ache." ) );
379 }
380 mod_painkiller( pkilladd );
381 }
382 if( one_turn_in( 6_hours ) && !has_effect( effect_sleep ) ) {
383 add_msg_if_player( m_bad, _( "You feel dizzy for a moment." ) );
384 moves -= rng( 10, 30 );
385 }
386 if( one_turn_in( 6_hours ) ) {
387 int hungadd = 5 * rng( -1, 3 );
388 if( hungadd > 0 ) {
389 add_msg_if_player( m_bad, _( "You suddenly feel hungry." ) );
390 } else {
391 add_msg_if_player( m_good, _( "You suddenly feel a little full." ) );
392 }
393 mod_stored_kcal( -10 * hungadd );
394 }
395 if( one_turn_in( 6_hours ) ) {
396 add_msg_if_player( m_bad, _( "You suddenly feel thirsty." ) );
397 mod_thirst( 5 * rng( 1, 3 ) );
398 }
399 if( one_turn_in( 6_hours ) ) {
400 add_msg_if_player( m_good, _( "You feel fatigued all of a sudden." ) );
401 mod_fatigue( 10 * rng( 2, 4 ) );
402 }
403 if( one_turn_in( 8_hours ) ) {
404 if( one_in( 3 ) ) {
406 } else {
407 add_morale( MORALE_FEELING_BAD, -20, -100 );
408 }
409 }
410 if( one_turn_in( 6_hours ) ) {
411 if( one_in( 3 ) ) {
412 add_msg_if_player( m_bad, _( "You suddenly feel very cold." ) );
414 } else {
415 add_msg_if_player( m_bad, _( "You suddenly feel cold." ) );
416 temp_cur.fill( BODYTEMP_COLD );
417 }
419 }
420 if( one_turn_in( 6_hours ) ) {
421 if( one_in( 3 ) ) {
422 add_msg_if_player( m_bad, _( "You suddenly feel very hot." ) );
424 } else {
425 add_msg_if_player( m_bad, _( "You suddenly feel hot." ) );
426 temp_cur.fill( BODYTEMP_HOT );
427 }
429 }
430}
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static const trait_id trait_NOPAIN("NOPAIN")

References _, add_morale(), Creature::add_msg_if_player(), BODYTEMP_COLD, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, effect_sleep, Creature::has_effect(), has_trait(), m_bad, m_good, mod_fatigue(), Creature::mod_pain(), mod_painkiller(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_BAD, MORALE_FEELING_GOOD, Creature::moves, one_in(), one_turn_in(), rng(), temp_cur, and trait_NOPAIN.

Referenced by suffer_while_awake().

◆ suffer_from_other_mutations()

void Character::suffer_from_other_mutations ( )
private

Definition at line 945 of file suffer.cpp.

946{
947 map &here = get_map();
948 if( has_trait( trait_SHARKTEETH ) && one_turn_in( 24_hours ) ) {
949 add_msg_if_player( m_neutral, _( "You shed a tooth!" ) );
950 here.spawn_item( pos(), "bone", 1 );
951 }
952
954 //~Sound of buzzing Insect Wings
955 sounds::sound( pos(), 10, sounds::sound_t::movement, _( "BZZZZZ" ), false, "misc",
956 "insect_wings" );
957 }
958
959 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
960 int root_vitamins = 0;
961 int root_water = 0;
962 if( has_trait( trait_ROOTS3 ) && here.has_flag( flag_PLOWABLE, pos() ) && !wearing_shoes ) {
963 root_vitamins += 1;
965 root_water += 51;
966 }
967 }
968
969 if( x_in_y( root_vitamins, 576 ) ) {
970 vitamin_mod( vitamin_id( "iron" ), 1, true );
971 vitamin_mod( vitamin_id( "calcium" ), 1, true );
972 mod_healthy_mod( 5, 50 );
973 }
974
975 if( x_in_y( root_water, 2550 ) ) {
976 // Plants draw some crazy amounts of water from the ground in real life,
977 // so these numbers try to reflect that uncertain but large amount
978 // this should take 12 hours to meet your daily needs with ROOTS2, and 8 with ROOTS3
979 mod_thirst( -1 );
980 }
981
982 if( has_trait( trait_SORES ) ) {
983 for( const body_part bp : all_body_parts ) {
984 if( bp == bp_head ) {
985 continue;
986 }
987 int sores_pain = 5 + 0.4 * std::abs( encumb( bp ) );
988 if( get_pain() < sores_pain ) {
989 set_pain( sores_pain );
990 }
991 }
992 }
993 //Web Weavers...weave web
995 // this adds intensity to if its not already there.
996 here.add_field( pos(), fd_web, 1 );
997
998 }
999
1000 // Blind/Deaf for brief periods about once an hour,
1001 // and visuals about once every 30 min.
1002 if( has_trait( trait_PER_SLIME ) ) {
1003 if( one_turn_in( 1_hours ) && !has_effect( effect_deaf ) ) {
1004 add_msg_if_player( m_bad, _( "Suddenly, you can't hear anything!" ) );
1005 add_effect( effect_deaf, rng( 20_minutes, 60_minutes ) );
1006 }
1007 if( one_turn_in( 1_hours ) && !( has_effect( effect_blind ) ) ) {
1008 add_msg_if_player( m_bad, _( "Suddenly, your eyes stop working!" ) );
1009 add_effect( effect_blind, rng( 2_minutes, 6_minutes ) );
1010 }
1011 // Yes, you can be blind and hallucinate at the same time.
1012 // Your post-human biology is truly remarkable.
1013 if( one_turn_in( 30_minutes ) && !( has_effect( effect_visuals ) ) ) {
1014 add_msg_if_player( m_bad, _( "Your visual centers must be acting up…" ) );
1015 add_effect( effect_visuals, rng( 36_minutes, 72_minutes ) );
1016 }
1017 }
1018
1019 if( has_trait( trait_WEB_SPINNER ) && !in_vehicle && one_in( 3 ) ) {
1020 // this adds intensity to if its not already there.
1021 here.add_field( pos(), fd_web, 1 );
1022 }
1023
1024 bool should_mutate = has_trait( trait_UNSTABLE ) && !has_trait( trait_CHAOTIC_BAD ) &&
1025 one_turn_in( 48_hours );
1026 should_mutate |= ( has_trait( trait_CHAOTIC ) || has_trait( trait_CHAOTIC_BAD ) ) &&
1027 one_turn_in( 12_hours );
1028 if( should_mutate ) {
1029 mutate();
1030 }
1031
1032 const bool needs_fire = !has_morale( MORALE_PYROMANIA_NEARFIRE ) &&
1034 if( has_trait( trait_PYROMANIA ) && needs_fire && !in_sleep_state() &&
1035 calendar::once_every( 2_hours ) ) {
1036 add_morale( MORALE_PYROMANIA_NOFIRE, -1, -30, 24_hours, 24_hours, true );
1037 if( calendar::once_every( 4_hours ) ) {
1038 const translation smokin_hot_fiyah =
1039 SNIPPET.random_from_category( "pyromania_withdrawal" ).value_or( translation() );
1040 add_msg_if_player( m_bad, "%s", smokin_hot_fiyah );
1041 }
1042 }
1044 calendar::once_every( 2_hours ) ) {
1046 const translation snip = SNIPPET.random_from_category( "killer_withdrawal" ).value_or(
1047 translation() );
1048 add_msg_if_player( m_bad, "%s", snip );
1049 }
1050 add_morale( MORALE_KILLER_NEED_TO_KILL, -1, -30, 24_hours, 24_hours );
1051 }
1052}
bool has_morale(const morale_type &type) const
Definition: character.cpp:9107
virtual void set_pain(int npain)
Definition: creature.cpp:1357
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4194
const morale_type MORALE_KILLER_HAS_KILLED("morale_killer_has_killed")
const morale_type MORALE_PYROMANIA_STARTFIRE("morale_pyromania_startfire")
const morale_type MORALE_KILLER_NEED_TO_KILL("morale_killer_need_to_kill")
const morale_type MORALE_PYROMANIA_NEARFIRE("morale_pyromania_nearfire")
const morale_type MORALE_PYROMANIA_NOFIRE("morale_pyromania_nofire")
static const efftype_id effect_blind("blind")
static const trait_id trait_PER_SLIME("PER_SLIME")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_CHAOTIC("CHAOTIC")
static const trait_id trait_UNSTABLE("UNSTABLE")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_deaf("deaf")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_WINGS_INSECT("WINGS_INSECT")
static const trait_id trait_SORES("SORES")
static const trait_id trait_KILLER("KILLER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const std::string flag_PLOWABLE("PLOWABLE")
static const trait_id trait_ROOTS3("ROOTS3")

References _, Creature::add_effect(), map::add_field(), add_morale(), Creature::add_msg_if_player(), all_body_parts, bp_head, effect_blind, effect_deaf, effect_visuals, encumb(), fd_web, flag_PLOWABLE(), get_map(), Creature::get_pain(), get_thirst(), has_active_mutation(), Creature::has_effect(), map::has_flag(), has_morale(), has_trait(), in_sleep_state(), in_vehicle, is_wearing_shoes(), LEFT, m_bad, m_neutral, mod_healthy_mod(), mod_thirst(), MORALE_KILLER_HAS_KILLED, MORALE_KILLER_NEED_TO_KILL, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, MORALE_PYROMANIA_STARTFIRE, sounds::movement, mutate(), calendar::once_every(), one_in(), one_turn_in(), pos(), snippet_library::random_from_category(), RIGHT, rng(), Creature::set_pain(), SNIPPET, sounds::sound(), map::spawn_item(), trait_CHAOTIC, trait_CHAOTIC_BAD, trait_KILLER, trait_PER_SLIME, trait_PYROMANIA, trait_ROOTS3, trait_SHARKTEETH, trait_SORES, trait_UNSTABLE, trait_WEB_SPINNER, trait_WEB_WEAVER, trait_WINGS_INSECT, turgid, vitamin_mod(), and x_in_y().

Referenced by suffer().

◆ suffer_from_radiation()

void Character::suffer_from_radiation ( )
private

Definition at line 1054 of file suffer.cpp.

1055{
1056 map &here = get_map();
1057 // checking for radioactive items in inventory
1058 const int item_radiation = leak_level( "RADIOACTIVE" );
1059 const int map_radiation = here.get_radiation( pos() );
1060 float rads = map_radiation / 100.0f + item_radiation / 10.0f;
1061
1062 int rad_mut = 0;
1063 if( has_trait( trait_RADIOACTIVE3 ) ) {
1064 rad_mut = 3;
1065 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1066 rad_mut = 2;
1067 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1068 rad_mut = 1;
1069 }
1070
1071 // Spread less radiation when sleeping (slower metabolism etc.)
1072 // Otherwise it can quickly get to the point where you simply can't sleep at all
1073 const bool rad_mut_proc = rad_mut > 0 && x_in_y( rad_mut, to_turns<int>( in_sleep_state() ?
1074 3_hours : 30_minutes ) );
1075
1076 bool has_helmet = false;
1077 const bool power_armored = is_wearing_power_armor( &has_helmet );
1078 const bool rad_resist = power_armored || worn_with_flag( flag_RAD_RESIST );
1079
1080 if( rad_mut > 0 ) {
1081 const bool kept_in = is_rad_immune() || ( rad_resist && !one_in( 4 ) );
1082 if( kept_in ) {
1083 // As if standing on a map tile with radiation level equal to rad_mut
1084 rads += rad_mut / 100.0f;
1085 }
1086
1087 if( rad_mut_proc && !kept_in ) {
1088 // Irradiate a random nearby point
1089 // If you can't, irradiate the player instead
1090 tripoint rad_point = pos() + point( rng( -3, 3 ), rng( -3, 3 ) );
1091 // TODO: Radioactive vehicles?
1092 if( here.get_radiation( rad_point ) < rad_mut ) {
1093 here.adjust_radiation( rad_point, 1 );
1094 } else {
1095 rads += rad_mut;
1096 }
1097 }
1098 }
1099
1100 // Used to control vomiting from radiation to make it not-annoying
1101 bool radiation_increasing = irradiate( rads );
1102
1103 if( radiation_increasing && calendar::once_every( 3_minutes ) && has_bionic( bio_geiger ) ) {
1105 _( "You feel an anomalous sensation coming from "
1106 "your radiation sensors." ) );
1107 }
1108
1109 if( calendar::once_every( 15_minutes ) ) {
1110 if( get_rad() < 0 ) {
1111 set_rad( 0 );
1112 } else if( get_rad() > 2000 ) {
1113 set_rad( 2000 );
1114 }
1115 if( get_option<bool>( "RAD_MUTATION" ) && rng( 100, 10000 ) < get_rad() ) {
1116 mutate();
1117 mod_rad( -50 );
1118 } else if( get_rad() > 50 && rng( 1, 3000 ) < get_rad() && ( stomach.get_calories() > 0 ||
1119 radiation_increasing || !in_sleep_state() ) ) {
1120 vomit();
1121 mod_rad( -1 );
1122 }
1123 }
1124
1125 const bool radiogenic = has_trait( trait_RADIOGENIC );
1126 if( radiogenic && calendar::once_every( 30_minutes ) && get_rad() > 0 ) {
1127 // At 200 irradiation, twice as fast as REGEN
1128 if( x_in_y( get_rad(), 200 ) ) {
1129 healall( 1 );
1130 if( rad_mut == 0 ) {
1131 // Don't heal radiation if we're generating it naturally
1132 // That would counter the main downside of radioactivity
1133 mod_rad( -5 );
1134 }
1135 }
1136 }
1137
1138 if( !radiogenic && get_rad() > 0 ) {
1139 // Even if you heal the radiation itself, the damage is done.
1140 const int hmod = get_healthy_mod();
1141 if( hmod > 200 - get_rad() ) {
1142 set_healthy_mod( std::max( -200, 200 - get_rad() ) );
1143 }
1144 }
1145
1146 if( get_rad() > 200 && calendar::once_every( 10_minutes ) && x_in_y( get_rad(), 1000 ) ) {
1147 hurtall( 1, nullptr );
1148 mod_rad( -5 );
1149 }
1150
1151 if( !reactor_plut && !tank_plut && !slow_rad ) {
1152 return;
1153 }
1154 // Microreactor CBM and supporting bionics
1156 //first do the filtering of plutonium from storage to reactor
1157 if( tank_plut > 0 ) {
1158 int plut_trans;
1160 plut_trans = tank_plut * 0.025;
1161 } else {
1162 plut_trans = tank_plut * 0.005;
1163 }
1164 if( plut_trans < 1 ) {
1165 plut_trans = 1;
1166 }
1167 tank_plut -= plut_trans;
1168 reactor_plut += plut_trans;
1169 }
1170 //leaking radiation, reactor is unshielded, but still better than a simple tank
1171 slow_rad += ( ( tank_plut * 0.1 ) + ( reactor_plut * 0.01 ) );
1172 //begin power generation
1173 if( reactor_plut > 0 ) {
1174 int power_gen = 0;
1175 if( has_bionic( bio_advreactor ) ) {
1176 if( ( reactor_plut * 0.05 ) > 2000 ) {
1177 power_gen = 2000;
1178 } else {
1179 power_gen = reactor_plut * 0.05;
1180 if( power_gen < 1 ) {
1181 power_gen = 1;
1182 }
1183 }
1184 slow_rad += ( power_gen * 3 );
1185 while( slow_rad >= 50 ) {
1186 if( power_gen >= 1 ) {
1187 slow_rad -= 50;
1188 power_gen -= 1;
1189 reactor_plut -= 1;
1190 } else {
1191 break;
1192 }
1193 }
1194 } else if( has_bionic( bio_reactor ) ) {
1195 if( ( reactor_plut * 0.025 ) > 500 ) {
1196 power_gen = 500;
1197 } else {
1198 power_gen = reactor_plut * 0.025;
1199 if( power_gen < 1 ) {
1200 power_gen = 1;
1201 }
1202 }
1203 slow_rad += ( power_gen * 3 );
1204 }
1205 reactor_plut -= power_gen;
1206 while( power_gen >= 250 ) {
1207 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
1208 mod_pain( 1 );
1210 _( "Your chest burns as your power systems overload!" ) );
1211 mod_power_level( 50_kJ );
1212 power_gen -= 60; // ten units of power lost due to short-circuiting into you
1213 }
1214 mod_power_level( units::from_kilojoule( power_gen ) );
1215 }
1216 } else {
1217 slow_rad += ( reactor_plut + tank_plut ) * 40;
1218 //plutonium in body without any kind of container. Not good at all.
1219 reactor_plut *= 0.6;
1220 tank_plut *= 0.6;
1221 }
1222 while( slow_rad >= 1000 ) {
1223 mod_rad( 1 );
1224 slow_rad -= 1000;
1225 }
1226}
virtual int get_healthy_mod() const
Definition: character.cpp:4145
virtual void set_healthy_mod(int nhealthy_mod)
Definition: character.cpp:4254
void adjust_radiation(const tripoint &p, int delta)
Increment the radiation in the given tile by the given delta (decrement it if delta is negative)
Definition: map.cpp:4058
int get_radiation(const tripoint &p) const
Definition: map.cpp:4034
static const bionic_id bio_geiger("bio_geiger")
static const std::string flag_RAD_RESIST("RAD_RESIST")
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_plut_filter("bio_plut_filter")
static const bionic_id bio_advreactor("bio_advreactor")

References _, Creature::add_msg_if_player(), map::adjust_radiation(), apply_damage(), bio_advreactor, bio_geiger, bio_plut_filter, bio_reactor, flag_RAD_RESIST(), units::from_kilojoule(), stomach_contents::get_calories(), get_healthy_mod(), get_map(), get_rad(), map::get_radiation(), has_active_bionic(), has_bionic(), has_trait(), healall(), hurtall(), in_sleep_state(), irradiate(), is_rad_immune(), is_wearing_power_armor(), leak_level(), m_bad, m_warning, Creature::mod_pain(), mod_power_level(), mod_rad(), mutate(), calendar::once_every(), one_in(), pos(), reactor_plut, rng(), set_healthy_mod(), set_rad(), slow_rad, stomach, tank_plut, trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, trait_RADIOGENIC, vomit(), worn_with_flag(), and x_in_y().

Referenced by suffer().

◆ suffer_from_schizophrenia()

void Character::suffer_from_schizophrenia ( )
private

Definition at line 432 of file suffer.cpp.

433{
434 std::string i_name_w;
435 if( !weapon.is_null() ) {
436 i_name_w = weapon.has_var( "item_label" ) ? weapon.get_var( "item_label" ) :
437 //~ %1$s: weapon name
438 string_format( _( "your %1$s" ), weapon.type_name() );
439 }
440 // Start with the effects that both NPCs and avatars can suffer from
441 // Delusions
442 if( one_turn_in( 8_hours ) ) {
443 if( rng( 1, 20 ) > 5 ) { // 75% chance
444 const translation snip = SNIPPET.random_from_category( "schizo_delusion_paranoid" ).value_or(
445 translation() );
446 add_msg_if_player( m_warning, "%s", snip );
447 add_morale( MORALE_FEELING_BAD, -20, -100 );
448 } else { // 25% chance
449 const translation snip = SNIPPET.random_from_category( "schizo_delusion_grandiose" ).value_or(
450 translation() );
451 add_msg_if_player( m_good, "%s", snip );
453 }
454 return;
455 }
456 // Formication
457 if( one_turn_in( 6_hours ) ) {
458 const translation snip = SNIPPET.random_from_category( "schizo_formication" ).value_or(
459 translation() );
460 body_part bp = random_body_part( true );
461 add_effect( effect_formication, 45_minutes, bp );
462 add_msg_if_player( m_bad, "%s", snip );
463 return;
464 }
465 // Numbness
466 if( one_turn_in( 4_hours ) ) {
467 add_msg_if_player( m_bad, _( "You suddenly feel so numb…" ) );
468 mod_painkiller( 25 );
469 return;
470 }
471 // Hallucination
472 if( one_turn_in( 6_hours ) ) {
473 add_effect( effect_hallu, 6_hours );
474 return;
475 }
476 // Visuals
477 if( one_turn_in( 2_hours ) ) {
478 add_effect( effect_visuals, rng( 15_turns, 60_turns ) );
479 return;
480 }
481 // Shaking
482 if( !has_effect( effect_valium ) && one_turn_in( 4_hours ) ) {
483 add_msg_player_or_npc( m_bad, _( "You start to shake uncontrollably." ),
484 _( "<npcname> starts to shake uncontrollably." ) );
485 add_effect( effect_shakes, rng( 2_minutes, 5_minutes ) );
486 return;
487 }
488 // Shout
489 if( one_turn_in( 4_hours ) ) {
490 shout( SNIPPET.random_from_category( "schizo_self_shout" ).value_or( translation() ).translated() );
491 return;
492 }
493 // Drop weapon
494 if( one_turn_in( 2_days ) && !weapon.is_null() ) {
495 const translation snip = SNIPPET.random_from_category( "schizo_weapon_drop" ).value_or(
496 translation() );
497 std::string str = string_format( snip, i_name_w );
498 str[0] = toupper( str[0] );
499
500 add_msg_if_player( m_bad, "%s", str );
501 item_location loc( *this, &weapon );
502 drop( loc, pos() );
503 return;
504 }
505 // Talk to self
506 if( one_turn_in( 4_hours ) ) {
507 const translation snip = SNIPPET.random_from_category( "schizo_self_talk" ).value_or(
508 translation() );
509 add_msg( _( "%1$s says: \"%2$s\"" ), name, snip );
510 return;
511 }
512
513 // effects of this point are entirely internal, so NPCs can't suffer from them
514 if( is_npc() ) {
515 return;
516 }
517 // Sound
518 if( one_turn_in( 4_hours ) ) {
519 sound_hallu();
520 }
521 // Follower turns hostile
522 if( one_turn_in( 4_hours ) ) {
523 std::vector<shared_ptr_fast<npc>> followers = overmap_buffer.get_npcs_near_player( 12 );
524
525 std::string who_gets_angry = name;
526 if( !followers.empty() ) {
527 who_gets_angry = random_entry_ref( followers )->name;
528 }
529 add_msg_if_player( m_bad, _( "%1$s gets angry!" ), who_gets_angry );
530 return;
531 }
532
533 // Monster dies
534 if( one_turn_in( 6_hours ) ) {
535 // TODO: move to monster group json
536 static const std::array<mtype_id, 5> monsters = { {
538 }
539 };
540 add_msg_if_player( _( "%s dies!" ), random_entry_ref( monsters )->nname() );
541 return;
542 }
543
544 // Limb Breaks
545 if( one_turn_in( 4_hours ) ) {
546 const translation snip = SNIPPET.random_from_category( "broken_limb" ).value_or( translation() );
547 add_msg_if_player( m_bad, "%s", snip );
548 return;
549 }
550
551 // NPC chat
552 if( one_turn_in( 4_hours ) ) {
553 std::string i_name = Name::generate( one_in( 2 ) );
554
555 std::string i_talk = SNIPPET.expand( SNIPPET.random_from_category( "<lets_talk>" ).value_or(
556 translation() ).translated() );
557 parse_tags( i_talk, *this, *this );
558
559 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name, i_talk );
560 return;
561 }
562
563 // Skill raise
564 if( one_turn_in( 12_hours ) ) {
565 skill_id raised_skill = Skill::random_skill();
566 add_msg_if_player( m_good, _( "You increase %1$s to level %2$d." ), raised_skill.obj().name(),
567 get_skill_level( raised_skill ) + 1 );
568 return;
569 }
570
571 // Talking weapon
572 if( !weapon.is_null() ) {
573 // If player has a weapon, picks a message from said weapon
574 // Weapon tells player to kill a monster if any are nearby
575 // Weapon is concerned for player if bleeding
576 // Weapon is concerned for itself if damaged
577 // Otherwise random chit-chat
578 std::vector<weak_ptr_fast<monster>> mons = g->all_monsters().items;
579
580 std::string i_talk_w;
581 bool does_talk = false;
582 if( !mons.empty() && one_turn_in( 12_minutes ) ) {
583 std::vector<std::string> seen_mons;
584 for( weak_ptr_fast<monster> &n : mons ) {
585 if( sees( *n.lock() ) ) {
586 seen_mons.emplace_back( n.lock()->get_name() );
587 }
588 }
589 if( !seen_mons.empty() ) {
590 const translation talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_monster" ).value_or(
591 translation() );
592 i_talk_w = string_format( talk_w, random_entry_ref( seen_mons ) );
593 does_talk = true;
594 }
595 }
596 if( !does_talk && has_effect( effect_bleed ) && one_turn_in( 5_minutes ) ) {
597 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_bleeding" ).value_or(
598 translation() ).translated();
599 does_talk = true;
600 } else if( weapon.damage() >= weapon.max_damage() / 3 && one_turn_in( 1_hours ) ) {
601 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_damaged" ).value_or(
602 translation() ).translated();
603 does_talk = true;
604 } else if( one_turn_in( 4_hours ) ) {
605 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_misc" ).value_or(
606 translation() ).translated();
607 does_talk = true;
608 }
609 if( does_talk ) {
610 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name_w, i_talk_w );
611 return;
612 }
613 }
614}
void sound_hallu()
Creates an auditory hallucination.
Definition: suffer.cpp:1708
static skill_id random_skill()
Definition: skill.cpp:205
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1025
int max_damage() const
Maximum amount of damage to an item (state before destroyed)
Definition: item.cpp:6096
bool has_var(const std::string &name) const
Whether the variable is defined at all.
Definition: item.cpp:1070
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
std::string expand(const std::string &str) const
Expand the string by recursively replacing tags in angle brackets (<>) with random snippets from the ...
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17
void parse_tags(std::string &phrase, const Character &u, const Character &me, const itype_id &item_type=itype_id::NULL_ID())
Definition: npctalk.cpp:1577
static const efftype_id effect_bleed("bleed")
static const mtype_id mon_zombie_cop("mon_zombie_cop")
static const efftype_id effect_hallu("hallu")
static const mtype_id mon_zombie_fireman("mon_zombie_fireman")
static const mtype_id mon_zombie_fat("mon_zombie_fat")
static const mtype_id mon_zombie_soldier("mon_zombie_soldier")
static const mtype_id mon_zombie("mon_zombie")
static const efftype_id effect_valium("valium")

References _, Creature::add_effect(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::damage(), drop(), effect_bleed, effect_formication, effect_hallu, effect_shakes, effect_valium, effect_visuals, snippet_library::expand(), g, Name::generate(), overmapbuffer::get_npcs_near_player(), get_skill_level(), item::get_var(), Creature::has_effect(), item::has_var(), Creature::is_npc(), item::is_null(), m_bad, m_good, m_warning, item::max_damage(), mod_painkiller(), mon_zombie, mon_zombie_cop, mon_zombie_fat, mon_zombie_fireman, mon_zombie_soldier, MORALE_FEELING_BAD, MORALE_FEELING_GOOD, name, Skill::name(), string_id< T >::obj(), one_in(), one_turn_in(), overmap_buffer, parse_tags(), pos(), random_body_part(), random_entry_ref(), snippet_library::random_from_category(), Skill::random_skill(), rng(), sees(), shout(), SNIPPET, sound_hallu(), string_format(), item::type_name(), and weapon.

Referenced by suffer_while_awake().

◆ suffer_from_stimulants()

void Character::suffer_from_stimulants ( int  current_stim)
private

Definition at line 1341 of file suffer.cpp.

1342{
1343 // Stim +250 kills
1344 if( current_stim > 210 ) {
1345 if( one_turn_in( 2_minutes ) && !has_effect( effect_downed ) ) {
1346 add_msg_if_player( m_bad, _( "Your muscles spasm!" ) );
1347 if( !has_effect( effect_downed ) ) {
1348 add_msg_if_player( m_bad, _( "You fall to the ground!" ) );
1349 add_effect( effect_downed, rng( 6_turns, 20_turns ) );
1350 }
1351 }
1352 }
1353 if( current_stim > 110 ) {
1354 if( !has_effect( effect_shakes ) && calendar::once_every( 10_minutes ) ) {
1355 add_msg_if_player( _( "You shake uncontrollably." ) );
1356 add_effect( effect_shakes, 15_minutes + 1_turns );
1357 }
1358 }
1359 if( current_stim > 75 ) {
1360 if( calendar::once_every( 5_minutes ) && !has_effect( effect_nausea ) ) {
1361 add_msg_if_player( _( "You feel nauseous…" ) );
1362 add_effect( effect_nausea, 5_minutes );
1363 }
1364 }
1365
1366 //stim -200 or painkillers 240 kills
1367 if( current_stim < -160 || get_painkiller() > 200 ) {
1368 if( one_turn_in( 3_minutes ) && !in_sleep_state() ) {
1369 add_msg_if_player( m_bad, _( "You black out!" ) );
1370 const time_duration dur = rng( 30_minutes, 60_minutes );
1371 add_effect( effect_downed, dur );
1372 fall_asleep( dur );
1373 }
1374 }
1375 if( current_stim < -60 || get_painkiller() > 130 ) {
1376 if( calendar::once_every( 10_minutes ) ) {
1377 add_msg_if_player( m_warning, _( "You feel tired…" ) );
1378 mod_fatigue( rng( 1, 2 ) );
1379 }
1380 }
1381}
static const efftype_id effect_nausea("nausea")

References _, Creature::add_effect(), Creature::add_msg_if_player(), effect_downed, effect_nausea, effect_shakes, fall_asleep(), get_painkiller(), Creature::has_effect(), in_sleep_state(), m_bad, m_warning, mod_fatigue(), calendar::once_every(), one_turn_in(), and rng().

Referenced by suffer().

◆ suffer_from_sunburn()

void Character::suffer_from_sunburn ( )
private

Definition at line 810 of file suffer.cpp.

811{
813 return;
814 }
815
816 std::string sunlight_effect;
818 // Albinism and datura have the same effects, once per minute on average
819 if( !one_turn_in( 1_minutes ) ) {
820 return;
821 }
822 sunlight_effect = _( "The sunlight is really irritating" );
823 } else if( has_trait( trait_SUNBURN ) ) {
824 // Sunburn effects occur about 3 times per minute
825 if( !one_turn_in( 20_seconds ) ) {
826 return;
827 }
828 sunlight_effect = _( "The sunlight burns" );
829 }
830
831 // Sunglasses can keep the sun off the eyes.
832 if( !has_bionic( bio_sunglasses ) &&
833 !( wearing_something_on( bodypart_id( "eyes" ) ) &&
835 add_msg_if_player( m_bad, _( "%s your eyes." ), sunlight_effect );
836 // Pain (1/60) or loss of focus (59/60)
837 if( one_turn_in( 1_minutes ) ) {
838 mod_pain( 1 );
839 } else {
840 focus_pool --;
841 }
842 }
843 // Umbrellas can keep the sun off the skin
844 if( weapon.has_flag( "RAIN_PROTECT" ) ) {
845 return;
846 }
847
848 std::map<bodypart_id, float> bp_exposure = bodypart_exposure();
849
850 // Minimum exposure threshold for pain
851 const float MIN_EXPOSURE = 0.01f;
852 // Count how many body parts are above the threshold
853 int count_affected_bp = 0;
854 // Get the most exposed body part, and how exposed it is. This is to tell the player what body
855 // part is most irritated by sun, so they know what needs to be covered up better.
856 bodypart_id most_exposed_bp;
857 float max_exposure = 0.0f;
858 // Check each bodypart with exposure above the minimum
859 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
860 const float exposure = bp_exp.second;
861 // Skip minimally-exposed parts, and skip the eyes (handled by sunglasses)
862 if( exposure <= MIN_EXPOSURE || bp_exp.first == bodypart_id( "eyes" ) ) {
863 continue;
864 }
865 ++count_affected_bp;
866 if( exposure > max_exposure ) {
867 max_exposure = exposure;
868 most_exposed_bp = bp_exp.first;
869 }
870 }
871
872 // If all body parts are protected, there is no suffering
873 if( count_affected_bp == 0 || !most_exposed_bp ) {
874 return;
875 }
876
877 // Check if both arms/legs are affected
878 int count_limbs = 1;
879 const bodypart_id &other_bp = most_exposed_bp->opposite_part;
880 const bodypart_id &other_bp_rev = other_bp->opposite_part;
881 // If these are different, we have a left/right part like a leg or arm.
882 // If same, it's a central body part with no opposite, like head or torso.
883 // Only used to generate a simpler message when both arms or both legs are affected.
884 if( other_bp != other_bp_rev ) {
885 const auto found = bp_exposure.find( other_bp );
886 // Is opposite part exposed?
887 if( found != bp_exposure.end() && found->second > MIN_EXPOSURE ) {
888 ++count_limbs;
889 }
890 }
891 // Get singular or plural body part name; append "and other body parts" if appropriate
892 std::string bp_name = body_part_name( most_exposed_bp, count_limbs );
893 if( count_affected_bp == count_limbs ) {
894 add_msg_if_player( m_bad, _( "%s your %s." ), sunlight_effect, bp_name );
895 } else {
896 add_msg_if_player( m_bad, _( "%s your %s and other body parts." ), sunlight_effect,
897 bp_name );
898 }
899
900 // Wake up from skin irritation/burning
901 if( has_effect( effect_sleep ) ) {
902 wake_up();
903 }
904
905 // Solar Sensitivity (SUNBURN) trait causes injury to exposed parts
906 if( has_trait( trait_SUNBURN ) ) {
907 mod_pain( 1 );
908 // Check exposure of all body parts
909 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
910 const bodypart_id &this_part = bp_exp.first;
911 const float exposure = bp_exp.second;
912 // Skip parts with adequate protection
913 if( exposure <= MIN_EXPOSURE ) {
914 continue;
915 }
916 // Don't damage eyes directly, since it takes from head HP (in other words, your head
917 // won't be destroyed if only your eyes are exposed).
918 if( this_part == bodypart_id( "eyes" ) ) {
919 continue;
920 }
921 // Exposure percentage determines likelihood of injury
922 // 10% exposure is 10% chance of injury, naked = 100% chance
923 if( x_in_y( exposure, 1.0 ) ) {
924 // Because hands and feet share an HP pool with arms and legs, and the mouth shares
925 // an HP pool with the head, those parts take an unfair share of damage in relation
926 // to the torso, which only has one part. Increase torso damage to balance this.
927 if( this_part == bodypart_id( "torso" ) ) {
928 apply_damage( nullptr, this_part, 2 );
929 } else {
930 apply_damage( nullptr, this_part, 1 );
931 }
932 }
933 }
934 } else {
935 // Albinism/datura causes pain (1/60) or focus loss (59/60)
936 if( one_turn_in( 1_minutes ) ) {
937 mod_pain( 1 );
938 } else {
939 focus_pool --;
940 }
941 }
942}
std::map< bodypart_id, float > bodypart_exposure()
Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).
Definition: suffer.cpp:783
static const trait_id trait_ALBINO("ALBINO")
static const std::string flag_BLIND("BLIND")
static const trait_id trait_SUNBURN("SUNBURN")
static const std::string flag_SUN_GLASSES("SUN_GLASSES")
static const bionic_id bio_sunglasses("bio_sunglasses")

References _, Creature::add_msg_if_player(), apply_damage(), bio_sunglasses, body_part_name(), bodypart_exposure(), effect_datura, effect_sleep, flag_BLIND(), flag_SUN_GLASSES(), focus_pool, has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), m_bad, Creature::mod_pain(), one_turn_in(), trait_ALBINO, trait_SUNBURN, wake_up(), weapon, wearing_something_on(), worn_with_flag(), and x_in_y().

Referenced by suffer_in_sunlight().

◆ suffer_in_sunlight()

void Character::suffer_in_sunlight ( )
private

Definition at line 718 of file suffer.cpp.

719{
720 double sleeve_factor = armwear_factor();
721 const bool has_hat = wearing_something_on( bodypart_id( "head" ) );
722 const bool leafy = has_trait( trait_LEAVES ) || has_trait( trait_LEAVES2 ) ||
724 const bool leafier = has_trait( trait_LEAVES2 ) || has_trait( trait_LEAVES3 );
725 const bool leafiest = has_trait( trait_LEAVES3 );
726 int sunlight_nutrition = 0;
727 if( leafy && get_map().is_outside( pos() ) && ( g->light_level( pos().z ) >= 40 ) ) {
728 const float weather_factor = ( get_weather().weather_id->sun_intensity >=
729 sun_intensity_type::normal ) ? 1.0 : 0.5;
730 const int player_local_temp = get_weather().get_temperature( pos() );
731 int flux = ( player_local_temp - 65 ) / 2;
732 if( !has_hat ) {
733 sunlight_nutrition += ( 100 + flux ) * weather_factor;
734 }
735 if( leafier ) {
736 int rate = ( ( 100 * sleeve_factor ) + flux ) * 2;
737 sunlight_nutrition += ( rate * ( leafiest ? 2 : 1 ) ) * weather_factor;
738 }
739 }
740
741 if( x_in_y( sunlight_nutrition, 18000 ) ) {
742 vitamin_mod( vitamin_id( "vitA" ), 1, true );
743 vitamin_mod( vitamin_id( "vitC" ), 1, true );
744 }
745
746 if( x_in_y( sunlight_nutrition, 12000 ) ) {
747 mod_stored_kcal( 10 );
748 stomach.ate();
749 }
750
751 if( !g->is_in_sunlight( pos() ) ) {
752 return;
753 }
754
757 }
758
760 get_weather().weather_id->sun_intensity >= sun_intensity_type::high ) {
761 mod_str_bonus( -1 );
762 mod_dex_bonus( -1 );
763 add_miss_reason( _( "The sunlight distracts you." ), 1 );
764 mod_int_bonus( -1 );
765 mod_per_bonus( -1 );
766 }
767 if( has_trait( trait_TROGLO2 ) ) {
768 mod_str_bonus( -1 );
769 mod_dex_bonus( -1 );
770 add_miss_reason( _( "The sunlight distracts you." ), 1 );
771 mod_int_bonus( -1 );
772 mod_per_bonus( -1 );
773 }
774 if( has_trait( trait_TROGLO3 ) ) {
775 mod_str_bonus( -4 );
776 mod_dex_bonus( -4 );
777 add_miss_reason( _( "You can't stand the sunlight!" ), 4 );
778 mod_int_bonus( -4 );
779 mod_per_bonus( -4 );
780 }
781}
void suffer_from_sunburn()
Definition: suffer.cpp:810
double armwear_factor() const
Same as footwear factor, but for arms.
Definition: character.cpp:8928
weather_type_id weather_id
Definition: weather.h:193
sun_intensity_type sun_intensity
Definition: weather_type.h:121
static const trait_id trait_LEAVES("LEAVES")
static const trait_id trait_TROGLO3("TROGLO3")
static const trait_id trait_LEAVES2("LEAVES2")
static const trait_id trait_TROGLO("TROGLO")
static const trait_id trait_TROGLO2("TROGLO2")
static const trait_id trait_LEAVES3("LEAVES3")

References _, add_miss_reason(), armwear_factor(), stomach_contents::ate(), effect_datura, g, get_map(), weather_manager::get_temperature(), get_weather(), Creature::has_effect(), has_trait(), high, mod_dex_bonus(), mod_int_bonus(), mod_per_bonus(), mod_stored_kcal(), mod_str_bonus(), normal, pos(), stomach, suffer_from_sunburn(), weather_type::sun_intensity, trait_ALBINO, trait_LEAVES, trait_LEAVES2, trait_LEAVES3, trait_SUNBURN, trait_TROGLO, trait_TROGLO2, trait_TROGLO3, vitamin_mod(), wearing_something_on(), weather_manager::weather_id, and x_in_y().

Referenced by suffer().

◆ suffer_mutation_power()

void Character::suffer_mutation_power ( const mutation_branch mdata,
Character::trait_data tdata 
)
private

Definition at line 202 of file suffer.cpp.

204{
205 if( tdata.powered && tdata.charge > 0 ) {
206 // Already-on units just lose a bit of charge
207 tdata.charge--;
208 } else {
209 // Not-on units, or those with zero charge, have to pay the power cost
210 if( mdata.cooldown > 0 ) {
211 tdata.powered = true;
212 tdata.charge = mdata.cooldown - 1;
213 }
214 if( mdata.hunger ) {
215 // does not directly modify hunger, but burns kcal
216 mod_stored_nutr( mdata.cost );
219 _( "You're too malnourished to keep your %s going." ),
220 mdata.name() );
221 tdata.powered = false;
222 }
223 }
224 if( mdata.thirst ) {
225 mod_thirst( mdata.cost );
226 // Well into Dehydrated
229 _( "You're too dehydrated to keep your %s going." ),
230 mdata.name() );
231 tdata.powered = false;
232 }
233 }
234 if( mdata.fatigue ) {
235 mod_fatigue( mdata.cost );
236 // Exhausted
239 _( "You're too exhausted to keep your %s going." ),
240 mdata.name() );
241 tdata.powered = false;
242 }
243 }
244 if( !tdata.powered ) {
245 apply_mods( mdata.id, false );
246 }
247 }
248}
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4304
constexpr float underweight
int charge
Time (in turns) until the mutation increase hunger/thirst/fatigue according to its cost (mutation_bra...
Definition: character.h:2043

References _, Creature::add_msg_if_player(), apply_mods(), bmi(), Character::trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, dehydrated, exhausted, mutation_branch::fatigue, get_fatigue(), get_thirst(), mutation_branch::hunger, mutation_branch::id, m_warning, mod_fatigue(), mod_stored_nutr(), mod_thirst(), mutation_branch::name(), Character::trait_data::powered, mutation_branch::thirst, and character_weight_category::underweight.

Referenced by suffer().

◆ suffer_water_damage()

void Character::suffer_water_damage ( const mutation_branch mdata)
private

suffer() subcalls

Definition at line 182 of file suffer.cpp.

183{
184 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
185 const float wetness_percentage = static_cast<float>( body_wetness[elem.first->token] ) /
186 drench_capacity[elem.first->token];
187 const int dmg = mdata.weakness_to_water * wetness_percentage;
188 if( dmg > 0 ) {
189 apply_damage( nullptr, elem.first, dmg );
190 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the water." ),
191 _( "<npcname>'s %s is damaged by the water." ),
192 body_part_name( elem.first ) );
193 } else if( dmg < 0 && elem.second.is_at_max_hp() ) {
194 heal( elem.first, std::abs( dmg ) );
195 add_msg_player_or_npc( m_good, _( "Your %s is healed by the water." ),
196 _( "<npcname>'s %s is healed by the water." ),
197 body_part_name( elem.first ) );
198 }
199 }
200}
int weakness_to_water
maximum damage dealt by water every minute when wet.
Definition: mutation.h:168

References _, Creature::add_msg_player_or_npc(), apply_damage(), body_part_name(), body_wetness, drench_capacity, Creature::get_body(), heal(), m_bad, m_good, and mutation_branch::weakness_to_water.

Referenced by suffer().

◆ suffer_while_awake()

void Character::suffer_while_awake ( int  current_stim)
private

Definition at line 300 of file suffer.cpp.

301{
303 ( weight_carried() > 4 * weight_capacity() ) ) {
304 if( has_effect( effect_downed ) ) {
305 add_effect( effect_downed, 1_turns, num_bp, 0 );
306 } else {
307 add_effect( effect_downed, 2_turns, num_bp, 0 );
308 }
309 }
312 }
316 }
317
319 if( one_turn_in( 8_hours ) ) {
321 _( "You're suddenly overcome with the urge to sleep and you pass out." ),
322 _( "<npcname>'s suddenly passes out." ) );
323 fall_asleep( 20_minutes );
324 }
325 }
326
328 if( current_stim > 50 && one_in( to_turns<int>( 30_minutes ) - ( current_stim * 6 ) ) ) {
329 add_effect( effect_shakes, 30_minutes + 1_turns * current_stim );
330 } else if( ( get_kcal_percent() < 0.95f ) &&
331 one_turn_in( 60_minutes - 1_seconds * ( max_stored_kcal() - get_stored_kcal() ) ) ) {
332 add_effect( effect_shakes, 40_minutes );
333 }
334 }
335
336 if( has_trait( trait_MOODSWINGS ) && one_turn_in( 6_hours ) ) {
337 if( rng( 1, 20 ) > 9 ) {
338 // 55% chance
339 add_morale( MORALE_MOODSWING, -100, -500 );
340 } else {
341 // 45% chance
342 add_morale( MORALE_MOODSWING, 100, 500 );
343 }
344 }
345
346 if( has_trait( trait_VOMITOUS ) && one_turn_in( 7_hours ) ) {
347 vomit();
348 }
349
350 if( has_trait( trait_SHOUT1 ) && one_turn_in( 6_hours ) ) {
351 shout();
352 }
353 if( has_trait( trait_SHOUT2 ) && one_turn_in( 4_hours ) ) {
354 shout();
355 }
356 if( has_trait( trait_SHOUT3 ) && one_turn_in( 3_hours ) ) {
357 shout();
358 }
359 if( has_trait( trait_M_SPORES ) && one_turn_in( 4_hours ) ) {
360 spores();
361 }
362 if( has_trait( trait_M_BLOSSOMS ) && one_turn_in( 3_hours ) ) {
363 blossoms();
364 }
365}
void suffer_from_chemimbalance()
Definition: suffer.cpp:367
void suffer_from_schizophrenia()
Definition: suffer.cpp:432
@ AEP_SCHIZO
Definition: enums.h:128
const morale_type MORALE_MOODSWING("morale_moodswing")
static const trait_id trait_JITTERY("JITTERY")
static const trait_id trait_SHOUT1("SHOUT1")
static const trait_id trait_NARCOLEPTIC("NARCOLEPTIC")
static const efftype_id effect_took_thorazine("took_thorazine")
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
static const trait_id trait_CHEMIMBALANCE("CHEMIMBALANCE")
static const trait_id trait_M_BLOSSOMS("M_BLOSSOMS")
static const trait_id trait_SHOUT3("SHOUT3")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const trait_id trait_M_SPORES("M_SPORES")
static const trait_id trait_MOODSWINGS("MOODSWINGS")

References _, Creature::add_effect(), add_morale(), Creature::add_msg_player_or_npc(), AEP_SCHIZO, blossoms(), effect_downed, effect_shakes, effect_took_thorazine, fall_asleep(), get_kcal_percent(), get_stored_kcal(), has_artifact_with(), Creature::has_effect(), has_trait(), m_bad, max_stored_kcal(), MORALE_MOODSWING, num_bp, one_in(), one_turn_in(), rng(), shout(), spores(), suffer_from_chemimbalance(), suffer_from_schizophrenia(), trait_CHEMIMBALANCE, trait_DEBUG_STORAGE, trait_JITTERY, trait_M_BLOSSOMS, trait_M_SPORES, trait_MOODSWINGS, trait_NARCOLEPTIC, trait_SCHIZOPHRENIC, trait_SHOUT1, trait_SHOUT2, trait_SHOUT3, trait_VOMITOUS, vomit(), weight_capacity(), and weight_carried().

Referenced by suffer().

◆ suffer_while_underwater()

void Character::suffer_while_underwater ( )
private

Definition at line 250 of file suffer.cpp.

251{
253 oxygen--;
254 }
255 if( oxygen < 12 && worn_with_flag( "REBREATHER" ) ) {
256 oxygen += 12;
257 }
258 if( oxygen <= 5 ) {
259 if( has_bionic( bio_gills ) && get_power_level() >= 25_kJ ) {
260 oxygen += 5;
261 mod_power_level( -25_kJ );
262 } else {
263 add_msg_if_player( m_bad, _( "You're drowning!" ) );
264 apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 4 ) );
265 }
266 }
267 if( has_trait( trait_FRESHWATEROSMOSIS ) && !get_map().has_flag_ter( "SALT_WATER", pos() ) &&
269 mod_thirst( -1 );
270 }
271}
static const trait_id trait_FRESHWATEROSMOSIS("FRESHWATEROSMOSIS")
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")

References _, Creature::add_msg_if_player(), apply_damage(), bio_gills, get_map(), get_power_level(), get_thirst(), has_bionic(), has_trait(), m_bad, mod_power_level(), mod_thirst(), oxygen, pos(), rng(), trait_FRESHWATEROSMOSIS, trait_GILLS, trait_GILLS_CEPH, turgid, and worn_with_flag().

Referenced by suffer().

◆ suffer_without_sleep()

void Character::suffer_without_sleep ( int  sleep_deprivation)
private

Definition at line 1383 of file suffer.cpp.

1384{
1385 if( has_effect( effect_meth ) ) {
1386 return;
1387 }
1388 // redo as a snippet?
1390 if( one_turn_in( 50_minutes ) ) {
1391 switch( dice( 1, 4 ) ) {
1392 default:
1393 case 1:
1394 add_msg_player_or_npc( m_warning, _( "You tiredly rub your eyes." ),
1395 _( "<npcname> tiredly rubs their eyes." ) );
1396 break;
1397 case 2:
1398 add_msg_player_or_npc( m_warning, _( "You let out a small yawn." ),
1399 _( "<npcname> lets out a small yawn." ) );
1400 break;
1401 case 3:
1402 add_msg_player_or_npc( m_warning, _( "You stretch your back." ),
1403 _( "<npcname> stretches their back." ) );
1404 break;
1405 case 4:
1406 add_msg_player_or_npc( m_warning, _( "You feel mentally tired." ),
1407 _( "<npcname> lets out a huge yawn." ) );
1408 break;
1409 }
1410 }
1411 }
1412 // Minor discomfort
1414 if( one_turn_in( 75_minutes ) ) {
1415 add_msg_if_player( m_warning, _( "You feel lightheaded for a moment." ) );
1416 moves -= 10;
1417 }
1418 if( one_turn_in( 100_minutes ) ) {
1419 add_msg_if_player( m_warning, _( "Your muscles spasm uncomfortably." ) );
1420 mod_pain( 2 );
1421 }
1422 if( !has_effect( effect_visuals ) && one_turn_in( 150_minutes ) ) {
1423 add_msg_if_player( m_warning, _( "Your vision blurs a little." ) );
1424 add_effect( effect_visuals, rng( 1_minutes, 5_minutes ) );
1425 }
1426 }
1427 // Slight disability
1429 if( one_turn_in( 75_minutes ) ) {
1430 add_msg_if_player( m_bad, _( "Your mind lapses into unawareness briefly." ) );
1431 moves -= rng( 20, 80 );
1432 }
1433 if( one_turn_in( 125_minutes ) ) {
1434 add_msg_if_player( m_bad, _( "Your muscles ache in stressfully unpredictable ways." ) );
1435 mod_pain( rng( 2, 10 ) );
1436 }
1437 if( one_turn_in( 5_hours ) ) {
1438 add_msg_if_player( m_bad, _( "You have a distractingly painful headache." ) );
1439 mod_pain( rng( 10, 25 ) );
1440 }
1441 }
1442 // Major disability, high chance of passing out also relevant
1444 if( !has_effect( effect_nausea ) && one_turn_in( 500_minutes ) ) {
1445 add_msg_if_player( m_bad, _( "You feel heartburn and an acid taste in your mouth." ) );
1446 mod_pain( 5 );
1447 add_effect( effect_nausea, rng( 5_minutes, 30_minutes ) );
1448 }
1449 if( one_turn_in( 5_hours ) ) {
1450 add_msg_if_player( m_bad, _( "Your mind is so tired that you feel you can't trust "
1451 "your eyes anymore." ) );
1452 add_effect( effect_hallu, rng( 5_minutes, 60_minutes ) );
1453 }
1454 if( !has_effect( effect_shakes ) && one_turn_in( 425_minutes ) ) {
1455 add_msg_if_player( m_bad, _( "Your muscles spasm uncontrollably, and you have "
1456 "trouble keeping your balance." ) );
1457 add_effect( effect_shakes, 15_minutes );
1458 } else if( has_effect( effect_shakes ) && one_turn_in( 75_seconds ) ) {
1459 moves -= 10;
1460 add_msg_player_or_npc( m_warning, _( "Your shaking legs make you stumble." ),
1461 _( "<npcname> stumbles." ) );
1462 if( !has_effect( effect_downed ) && one_in( 10 ) ) {
1463 add_msg_player_or_npc( m_bad, _( "You fall over!" ), _( "<npcname> falls over!" ) );
1464 add_effect( effect_downed, rng( 3_turns, 10_turns ) );
1465 }
1466 }
1467 }
1468}
int dice(int number, int sides)
Definition: rng.cpp:85
static const efftype_id effect_meth("meth")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dice(), effect_downed, effect_hallu, effect_meth, effect_nausea, effect_shakes, effect_visuals, harmless, Creature::has_effect(), m_bad, m_warning, major, minor, Creature::mod_pain(), Creature::moves, one_in(), one_turn_in(), rng(), serious, and sleep_deprivation.

Referenced by suffer().

◆ swim_speed()

int Character::swim_speed ( ) const

Returns the player's speed for swimming across water tiles.

Strength increases swim speed bonus from PAWS Strength increases swim speed bonus from PAWS_LARGE Strength increases swim speed bonus from swim_fins Strength increases swim speed bonus from WEBBED Swimming increases swim speed Strength increases swim speed Dexterity increases swim speed

Definition at line 882 of file character.cpp.

883{
884 int ret;
885 if( is_mounted() ) {
886 monster *mon = mounted_creature.get();
887 // no difference in swim speed by monster type yet.
888 // TODO: difference in swim speed by monster type.
889 // No monsters are currently mountable and can swim, though mods may allow this.
890 if( mon->swims() ) {
891 ret = 25;
892 ret += get_weight() / 120_gram - 50 * mon->get_size();
893 return ret;
894 }
895 }
896 const auto usable = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
897 float hand_bonus_mult = ( usable.test( bp_hand_l ) ? 0.5f : 0.0f ) +
898 ( usable.test( bp_hand_r ) ? 0.5f : 0.0f );
899
900 // base swim speed.
901 ret = ( 440 * mutation_value( "movecost_swim_modifier" ) ) + weight_carried() /
902 ( 60_gram / mutation_value( "movecost_swim_modifier" ) ) - 50 * get_skill_level( skill_swimming );
903 /** @EFFECT_STR increases swim speed bonus from PAWS */
904 if( has_trait( trait_PAWS ) ) {
905 ret -= hand_bonus_mult * ( 20 + str_cur * 3 );
906 }
907 /** @EFFECT_STR increases swim speed bonus from PAWS_LARGE */
908 if( has_trait( trait_PAWS_LARGE ) ) {
909 ret -= hand_bonus_mult * ( 20 + str_cur * 4 );
910 }
911 /** @EFFECT_STR increases swim speed bonus from swim_fins */
912 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) ||
913 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
914 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) &&
915 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
916 ret -= ( 15 * str_cur );
917 } else {
918 ret -= ( 15 * str_cur ) / 2;
919 }
920 }
921 /** @EFFECT_STR increases swim speed bonus from WEBBED */
922 if( has_trait( trait_WEBBED ) ) {
923 ret -= hand_bonus_mult * ( 60 + str_cur * 5 );
924 }
925 /** @EFFECT_SWIMMING increases swim speed */
926 ret += ( 50 - get_skill_level( skill_swimming ) * 2 ) * ( ( encumb( bp_leg_l ) + encumb(
927 bp_leg_r ) ) / 10 );
928 ret += ( 80 - get_skill_level( skill_swimming ) * 3 ) * ( encumb( bp_torso ) / 10 );
929 if( get_skill_level( skill_swimming ) < 10 ) {
930 for( auto &i : worn ) {
931 ret += i.volume() / 125_ml * ( 10 - get_skill_level( skill_swimming ) );
932 }
933 }
934 /** @EFFECT_STR increases swim speed */
935
936 /** @EFFECT_DEX increases swim speed */
937 ret -= str_cur * 6 + dex_cur * 4;
938 if( worn_with_flag( "FLOTATION" ) ) {
939 ret = std::min( ret, 400 );
940 ret = std::max( ret, 200 );
941 }
942 // If (ret > 500), we can not swim; so do not apply the underwater bonus.
943 if( underwater && ret < 500 ) {
944 ret -= 50;
945 }
946
947 // Running movement mode while swimming means faster swim style, like crawlstroke
948 if( move_mode == CMM_RUN ) {
949 ret -= 80;
950 }
951 // Crouching movement mode while swimming means slower swim style, like breaststroke
952 if( move_mode == CMM_CROUCH ) {
953 ret += 50;
954 }
955
956 if( ret < 30 ) {
957 ret = 30;
958 }
959 return ret;
960}
static const skill_id skill_swimming("swimming")
static const trait_id trait_WEBBED("WEBBED")
static const trait_id trait_PAWS_LARGE("PAWS_LARGE")
static const trait_id trait_PAWS("PAWS")
bool swims() const
Definition: monster.cpp:946

References bp_hand_l, bp_hand_r, bp_leg_l, bp_leg_r, bp_torso, CMM_CROUCH, CMM_RUN, dex_cur, encumb(), exclusive_flag_coverage(), monster::get_size(), get_skill_level(), get_weight(), has_trait(), is_mounted(), mounted_creature, move_mode, mutation_value(), cata::hash64_detail::ret, skill_swimming, str_cur, monster::swims(), trait_PAWS, trait_PAWS_LARGE, trait_WEBBED, Creature::underwater, weight_carried(), worn, and worn_with_flag().

Referenced by avatar_action::move(), avatar_action::swim(), and game::vertical_move().

◆ switch_mutations()

void Character::switch_mutations ( const trait_id switched,
const trait_id target,
bool  start_powered 
)

Unset switched mutation and set target mutation instead.

Definition at line 184 of file mutation.cpp.

186{
187 unset_mutation( switched );
188 mutation_loss_effect( switched );
189
190 set_mutation( target );
191 my_mutations[target].powered = start_powered;
192 mutation_effect( target );
193}

References mutation_effect(), mutation_loss_effect(), my_mutations, set_mutation(), and unset_mutation().

Referenced by activate_mutation(), and deactivate_mutation().

◆ symbol()

const std::string & Character::symbol ( ) const
overridevirtual

Implements Creature.

Definition at line 514 of file character.cpp.

515{
516 static const std::string character_symbol( "@" );
517 return character_symbol;
518}

Referenced by anonymous_namespace{animation.cpp}::draw_hit_player_curses(), map_memory::load_legacy(), avatar::memorize_symbol(), mm_elem::operator==(), and mm_submap::serialize().

◆ symbol_color()

nc_color Character::symbol_color ( ) const
overridevirtual

Color's character's tile's background.

Implements Creature.

Definition at line 6109 of file character.cpp.

6110{
6111 nc_color basic = basic_symbol_color();
6112
6113 if( has_effect( effect_downed ) ) {
6114 return hilite( basic );
6115 } else if( has_effect( effect_grabbed ) ) {
6116 return cyan_background( basic );
6117 }
6118
6119 const auto &fields = get_map().field_at( pos() );
6120
6121 // Priority: electricity, fire, acid, gases
6122 bool has_elec = false;
6123 bool has_fire = false;
6124 bool has_acid = false;
6125 bool has_fume = false;
6126 for( const auto &field : fields ) {
6127 has_elec = field.first.obj().has_elec;
6128 if( has_elec ) {
6129 return hilite( basic );
6130 }
6131 has_fire = field.first.obj().has_fire;
6132 has_acid = field.first.obj().has_acid;
6133 has_fume = field.first.obj().has_fume;
6134 }
6135 if( has_fire ) {
6136 return red_background( basic );
6137 }
6138 if( has_acid ) {
6139 return green_background( basic );
6140 }
6141 if( has_fume ) {
6142 return white_background( basic );
6143 }
6144 if( in_sleep_state() ) {
6145 return hilite( basic );
6146 }
6147 return basic;
6148}
virtual nc_color basic_symbol_color() const =0
A variable sized collection of field entries on a given map square.
Definition: field.h:131
nc_color white_background(const nc_color &c)
Definition: color.cpp:521
nc_color green_background(const nc_color &c)
Definition: color.cpp:527
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
nc_color cyan_background(const nc_color &c)
Definition: color.cpp:545
nc_color hilite(const nc_color &c)
Definition: color.cpp:509

References Creature::basic_symbol_color(), cyan_background(), effect_downed, effect_grabbed, map::field_at(), get_map(), green_background(), Creature::has_effect(), has_fire(), hilite(), in_sleep_state(), pos(), red_background(), and white_background().

Referenced by overmap_ui::draw_ascii(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and game::list_monsters().

◆ temp_corrected_by_climate_control()

int Character::temp_corrected_by_climate_control ( int  temperature) const

Value of the body temperature corrected by climate control.

Definition at line 9564 of file character.cpp.

9565{
9566 const int variation = int( BODYTEMP_NORM * 0.5 );
9567 if( temperature < BODYTEMP_SCORCHING + variation &&
9568 temperature > BODYTEMP_FREEZING - variation ) {
9571 } else if( temperature > BODYTEMP_VERY_HOT ) {
9573 } else if( temperature > BODYTEMP_HOT ) {
9575 } else if( temperature < BODYTEMP_FREEZING ) {
9577 } else if( temperature < BODYTEMP_VERY_COLD ) {
9579 } else if( temperature < BODYTEMP_COLD ) {
9581 }
9582 }
9583 return temperature;
9584}

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, and BODYTEMP_VERY_HOT.

Referenced by update_bodytemp().

◆ temp_equalizer()

void Character::temp_equalizer ( const bodypart_id bp1,
const bodypart_id bp2 
)

Equalizes heat between body parts.

Definition at line 5678 of file character.cpp.

5679{
5680 // Body heat is moved around.
5681 // If bp1 is warmer, it will lose heat
5682 int diff = static_cast<int>( ( temp_cur[bp2->token] - temp_cur[bp1->token] ) * 0.001 );
5683 temp_cur[bp1->token] += diff;
5684 temp_cur[bp2->token] -= diff;
5685}

References temp_cur.

Referenced by update_bodytemp().

◆ throw_range()

int Character::throw_range ( const item it) const

Maximum thrown range with a given item, taking all active effects into account.

Strength determines maximum weight that can be thrown Strength increases throwing range, vs item weight (high or low) Strength caps throwing range Throw caps throwing range

Definition at line 6267 of file character.cpp.

6268{
6269 if( it.is_null() ) {
6270 return -1;
6271 }
6272
6273 item tmp = it;
6274
6275 if( tmp.count_by_charges() && tmp.charges > 1 ) {
6276 tmp.charges = 1;
6277 }
6278
6279 /** @EFFECT_STR determines maximum weight that can be thrown */
6280 if( ( tmp.weight() / 113_gram ) > static_cast<int>( str_cur * 15 ) ) {
6281 return 0;
6282 }
6283 // Increases as weight decreases until 150 g, then decreases again
6284 /** @EFFECT_STR increases throwing range, vs item weight (high or low) */
6285 int str_override = str_cur;
6286 if( is_mounted() ) {
6287 auto mons = mounted_creature.get();
6288 str_override = mons->mech_str_addition() != 0 ? mons->mech_str_addition() : str_cur;
6289 }
6290 int ret = ( str_override * 10 ) / ( tmp.weight() >= 150_gram ? tmp.weight() / 113_gram : 10 -
6291 static_cast<int>(
6292 tmp.weight() / 15_gram ) );
6293 ret -= tmp.volume() / 1_liter;
6294 static const std::set<material_id> affected_materials = { material_id( "iron" ), material_id( "steel" ) };
6295 if( has_active_bionic( bio_railgun ) && tmp.made_of_any( affected_materials ) ) {
6296 ret *= 2;
6297 }
6298 if( ret < 1 ) {
6299 return 1;
6300 }
6301 // Cap at double our strength + skill
6302 /** @EFFECT_STR caps throwing range */
6303
6304 /** @EFFECT_THROW caps throwing range */
6305 if( ret > str_override * 3 + get_skill_level( skill_throw ) ) {
6306 return str_override * 3 + get_skill_level( skill_throw );
6307 }
6308
6309 return ret;
6310}
static const bionic_id bio_railgun("bio_railgun")
static const skill_id skill_throw("throw")

References bio_railgun, item::charges, item::count_by_charges(), get_skill_level(), has_active_bionic(), is_mounted(), item::is_null(), item::made_of_any(), mounted_creature, cata::hash64_detail::ret, skill_throw, str_cur, item::volume(), and item::weight().

Referenced by npc::alt_attack(), target_handler::mode_throw(), and avatar_action::plthrow().

◆ toggle_trait()

void Character::toggle_trait ( const trait_id trait_)

Toggles a trait on the player and in their mutation list.

Definition at line 127 of file mutation.cpp.

128{
129 // Take copy of argument because it might be a reference into a container
130 // we're about to erase from.
131 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
132 const trait_id trait = trait_;
133 const auto titer = my_traits.find( trait );
134 const auto miter = my_mutations.find( trait );
135 // These shouldn't be inlined, otherwise the sync check uses invalid iterators
136 bool no_trait = titer == my_traits.end();
137 bool no_mutation = miter == my_mutations.end();
138 if( no_trait ) {
139 my_traits.insert( trait );
140 } else {
141 my_traits.erase( titer );
142 }
143 if( no_trait != no_mutation ) {
144 debugmsg( "my_traits and my_mutations were out of sync for %s\n", trait.str() );
145 return;
146 }
147 if( no_mutation ) {
148 set_mutation( trait );
149 } else {
150 unset_mutation( trait );
151 }
152}

References debugmsg, my_mutations, my_traits, set_mutation(), string_id< T >::str(), and unset_mutation().

Referenced by newcharacter::add_traits(), clear_mutations(), avatar::create(), wish_mutate_callback::key(), avatar::randomize(), npc::randomize(), reset_scenario(), set_profession(), set_traits(), and gun_actor::shoot().

◆ trait_by_invlet()

trait_id Character::trait_by_invlet ( int  ch) const

Returns the trait id with the given invlet, or an empty string if no trait has that invlet.

Definition at line 629 of file mutation.cpp.

630{
631 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
632 if( mut.second.key == ch ) {
633 return mut.first;
634 }
635 }
636 return trait_id::NULL_ID();
637}

References my_mutations, and string_id< mutation_branch >::NULL_ID().

Referenced by player::power_mutations_ui().

◆ unarmed_attack()

bool Character::unarmed_attack ( ) const

True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.

Definition at line 150 of file melee.cpp.

151{
152 const item &weap = used_weapon();
153 return weap.is_null() || weap.has_flag( "UNARMED_WEAPON" );
154}

References item::has_flag(), item::is_null(), and used_weapon().

Referenced by mattack::copbot(), has_weapon(), conditional_t< T >::set_can_stow_weapon(), and conditional_t< T >::set_has_weapon().

◆ unimpaired_range()

int Character::unimpaired_range ( ) const

Returns the player maximum vision range factoring in mutations, diseases, and other effects.

Definition at line 743 of file character.cpp.

744{
745 return std::min( sight_max, 60 );
746}

References sight_max.

Referenced by sees().

◆ uninstall_bionic() [1/2]

bool Character::uninstall_bionic ( const bionic target_cbm,
monster installer,
player patient,
float  adjusted_skill 
)

Used by monster to perform surgery.

Definition at line 2082 of file bionics.cpp.

2084{
2085 if( installer.ammo[itype_anesthetic] <= 0 ) {
2086 if( g->u.sees( installer ) ) {
2087 add_msg( _( "The %s's anesthesia kit looks empty." ), installer.name() );
2088 }
2089 return false;
2090 }
2091
2092 const itype_id itemtype = target_cbm.info().itype();
2093 int difficulty = itemtype.is_valid() ? itemtype->bionic->difficulty : BIONIC_NOITEM_DIFFICULTY;
2094 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2095 int success = chance_of_success - rng( 1, 100 );
2096
2097 const time_duration duration = difficulty * 20_minutes;
2098 // don't stack up the effect
2099 if( !installer.has_effect( effect_operating ) ) {
2100 installer.add_effect( effect_operating, duration + 5_turns );
2101 }
2102
2103 if( patient.is_player() ) {
2104 add_msg( m_bad,
2105 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2106 } else if( g->u.sees( installer ) ) {
2107 add_msg( m_bad,
2108 _( "The %1$s gently inserts a syringe into %2$s's arm and starts injecting something while holding them down." ),
2109 installer.name(), patient.disp_name() );
2110 }
2111
2112 installer.ammo[itype_anesthetic] -= 1;
2113
2114 patient.add_effect( effect_narcosis, duration );
2115 patient.add_effect( effect_sleep, duration );
2116
2117 if( patient.is_player() ) {
2118 add_msg( _( "You fall asleep and %1$s starts operating." ), installer.disp_name() );
2119 } else if( g->u.sees( patient ) ) {
2120 add_msg( _( "%1$s falls asleep and %2$s starts operating." ), patient.disp_name(),
2121 installer.disp_name() );
2122 }
2123
2124 if( success > 0 ) {
2125
2126 if( patient.is_player() ) {
2127 add_msg( m_neutral, _( "Your parts are jiggled back into their familiar places." ) );
2128 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2129 } else if( patient.is_npc() && g->u.sees( patient ) ) {
2130 add_msg( m_neutral, _( "%s's parts are jiggled back into their familiar places." ),
2131 patient.disp_name() );
2132 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2133 }
2134
2135 // remove power bank provided by bionic
2136 patient.mod_max_power_level( -target_cbm.info().capacity );
2137 patient.remove_bionic( target_cbm.id );
2138 const itype_id iid = itemtype.is_valid() ? itemtype : itype_burnt_out_bionic;
2140 cbm.faults.emplace( fault_bionic_nonsterile );
2141 get_map().add_item( patient.pos(), cbm );
2142 } else {
2143 bionics_uninstall_failure( installer, patient, difficulty, success, adjusted_skill );
2144 }
2145
2146 return false;
2147}
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_operating("operating")
static const itype_id itype_anesthetic("anesthetic")
std::map< itype_id, int > ammo
Definition: monster.h:515
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Definition: monster.cpp:537
bool is_npc() const override
Definition: player.h:123

References _, Creature::add_effect(), monster::add_effect(), map::add_item(), add_msg(), monster::ammo, itype::bionic, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_uninstall_failure(), bionic_data::capacity, disp_name(), monster::disp_name(), effect_narcosis, effect_operating, effect_sleep, fault_bionic_nonsterile, item::faults, g, get_map(), Creature::has_effect(), bionic::id, bionic::info(), player::is_npc(), player::is_player(), string_id< T >::is_valid(), bionic_data::itype(), itype_anesthetic, itype_burnt_out_bionic, m_bad, m_mixed, m_neutral, mod_max_power_level(), bionic_data::name, monster::name(), pos(), remove_bionic(), rng(), calendar::start_of_cataclysm, and behavior::success.

◆ uninstall_bionic() [2/2]

bool Character::uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 1977 of file bionics.cpp.

1979{
1980 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1981 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1982 if( b_id->itype().is_valid() ) {
1983 const itype *type = &*b_id->itype();
1984 if( type->bionic ) {
1985 difficulty = type->bionic->difficulty;
1986 }
1987 }
1988
1989 // removal of bionics adds +2 difficulty over installation
1990 float adjusted_skill;
1991 int pl_skill;
1992 if( autodoc ) {
1993 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
1996 skill_level );
1997 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2000 skill_level );
2001 } else {
2002 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2005 skill_level );
2006 pl_skill = installer.bionics_pl_skill( skill_electronics,
2009 skill_level );
2010 }
2011
2012 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2013
2014 // Surgery is imminent, retract claws or blade if active
2015 for( size_t i = 0; i < installer.my_bionics->size(); i++ ) {
2016 const bionic &bio = ( *installer.my_bionics )[ i ];
2017 if( bio.powered && bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
2018 installer.deactivate_bionic( i );
2019 }
2020 }
2021
2022 int success = chance_of_success - rng( 1, 100 );
2023 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2024 perform_uninstall( b_id, difficulty, success, b_id->capacity, pl_skill );
2025 return true;
2026 }
2027 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2028
2029 activity.values.push_back( difficulty );
2030 activity.values.push_back( success );
2031 activity.values.push_back( units::to_kilojoule( b_id->capacity ) );
2032 activity.values.push_back( pl_skill );
2033 activity.str_values.push_back( "uninstall" );
2034 activity.str_values.push_back( b_id.str() );
2035 activity.str_values.push_back( "" ); // installer_name is unused for uninstall
2036 if( autodoc ) {
2037 activity.str_values.push_back( "true" );
2038 } else {
2039 activity.str_values.push_back( "false" );
2040 }
2041 for( const std::pair<const bodypart_str_id, int> &elem : b_id->occupied_bodyparts ) {
2042 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2043 }
2044
2045 return true;
2046}
void perform_uninstall(bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
Succes or failure of removal happens here.
Definition: bionics.cpp:2048

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::capacity, deactivate_bionic(), effect_under_op, flag_BIONIC_WEAPON, bionic_data::has_flag(), has_trait(), bionic::info(), string_id< T >::is_valid(), bionic_data::itype(), my_bionics, bionic_data::occupied_bodyparts, perform_uninstall(), bionic::powered, rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_kilojoule(), trait_DEBUG_BIONICS, type, and player_activity::values.

Referenced by iexamine::autodoc().

◆ unset_mutation()

void Character::unset_mutation ( const trait_id trait_)

Definition at line 167 of file mutation.cpp.

168{
169 // Take copy of argument because it might be a reference into a container
170 // we're about to erase from.
171 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
172 const trait_id trait = trait_;
173 const auto iter = my_mutations.find( trait );
174 if( iter == my_mutations.end() ) {
175 return;
176 }
177 my_mutations.erase( iter );
179 mutation_loss_effect( trait );
182}

References mutation_loss_effect(), my_mutations, rebuild_mutation_cache(), recalc_sight_limits(), and reset_encumbrance().

Referenced by clear_mutations(), wish_mutate_callback::key(), marloss_common(), mutate_towards(), iuse::mycus(), remove_mutation(), talk_effect_fun_t::set_remove_trait(), switch_mutations(), test_crossing_threshold(), toggle_trait(), and try_reject_mutagen().

◆ update_body() [1/2]

void Character::update_body ( )

Updates all "biology" by one turn.

Should be called once every turn.

Definition at line 4665 of file character.cpp.

4666{
4668}
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4665

References calendar::turn, and update_body().

Referenced by game::do_turn(), npc::npc_update_body(), npc::on_load(), and update_body().

◆ update_body() [2/2]

void Character::update_body ( const time_point from,
const time_point to 
)

Updates all "biology" as if time between from and to passed.

Definition at line 4670 of file character.cpp.

4671{
4672 if( !is_npc() ) {
4673 update_stamina( to_turns<int>( to - from ) );
4674 }
4675 update_stomach( from, to );
4677 if( ticks_between( from, to, 3_minutes ) > 0 ) {
4678 magic->update_mana( *this->as_player(), to_turns<double>( 3_minutes ) );
4679 }
4680 const int five_mins = ticks_between( from, to, 5_minutes );
4681 if( five_mins > 0 ) {
4683 update_needs( five_mins );
4684 regen( five_mins );
4685 // Note: mend ticks once per 5 minutes, but wants rate in TURNS, not 5 minute intervals
4686 // TODO: change @ref med to take time_duration
4687 mend( five_mins * to_turns<int>( 5_minutes ) );
4688 }
4689 if( ticks_between( from, to, 24_hours ) > 0 ) {
4691 }
4692
4693 const int thirty_mins = ticks_between( from, to, 30_minutes );
4694 if( thirty_mins > 0 ) {
4695 // Radiation kills health even at low doses
4697 }
4698
4699 for( const auto &v : vitamin::all() ) {
4700 const time_duration rate = vitamin_rate( v.first );
4701 if( rate > 0_turns ) {
4702 int qty = ticks_between( from, to, rate );
4703 if( qty > 0 ) {
4704 vitamin_mod( v.first, 0 - qty );
4705 }
4706
4707 } else if( rate < 0_turns ) {
4708 // mutations can result in vitamins being generated (but never accumulated)
4709 int qty = ticks_between( from, to, -rate );
4710 if( qty > 0 ) {
4711 vitamin_mod( v.first, qty );
4712 }
4713 }
4714 }
4715
4716 do_skill_rust();
4717}
int ticks_between(const time_point &from, const time_point &to, const time_duration &tick_length)
Definition: character.cpp:4658
static const trait_id trait_RADIOGENIC("RADIOGENIC")
void check_needs_extremes()
Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.
Definition: character.cpp:4964
void do_skill_rust()
Definition: character.cpp:3532
void update_needs(int rate_multiplier)
Increases hunger, thirst, fatigue and stimulants wearing off.
Definition: character.cpp:4776
virtual void update_health(int external_modifiers=0)
Handles health fluctuations over time.
Definition: character.cpp:4621
void regen(int rate_multiplier)
Handles passive regeneration of pain and maybe hp.
Definition: character.cpp:4548
void update_stomach(const time_point &from, const time_point &to)
Updates the stomach to give accurate hunger messages.
Definition: character.cpp:4733
void mend(int rate_multiplier)
Handles the chance for broken limbs to spontaneously heal to 1 HP.
Definition: suffer.cpp:1605
time_duration vitamin_rate(const vitamin_id &vit) const
Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.
void enforce_minimum_healing()
Definition: character.cpp:4611
void update_stamina(int turns)
Regenerates stamina.
Definition: character.cpp:7272

References vitamin::all(), Creature::as_player(), check_needs_extremes(), do_skill_rust(), enforce_minimum_healing(), get_rad(), has_trait(), Creature::is_npc(), magic, mend(), recalculate_enchantment_cache(), regen(), ticks_between(), trait_RADIOGENIC, update_health(), update_needs(), update_stamina(), update_stomach(), vitamin_mod(), and vitamin_rate().

◆ update_bodytemp()

void Character::update_bodytemp ( const map m,
const weather_manager weather 
)

Maintains body temperature.

Calculations that affect all body parts equally go here, not in the loop

Source : http://www.atc.army.mil/weather/windchill.pdf

Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.

1200 turns in low risk, + 3 tics 450 turns in moderate risk, + 8 tics 50 turns in high risk, +72 tics

Let's say frostnip @ 1800 tics, frostbite @ 3600 tics

Chunked into 8 parts (http://imgur.com/xlTPmJF)

– 2 hour risk – Between 30F and 10F Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph – 45 minute risk – Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph Between 10F and -5F, greater than 20mph Less than -5F, less than 10 mph Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph – 5 minute risk – Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph Less than -35F, more than 10 mp

Definition at line 5183 of file character.cpp.

5184{
5185 if( has_trait( trait_DEBUG_NOTEMP ) ) {
5186 temp_cur.fill( BODYTEMP_NORM );
5187 temp_conv.fill( BODYTEMP_NORM );
5188 return;
5189 }
5190 /* Cache calls to g->get_temperature( player position ), used in several places in function */
5191 const auto player_local_temp = weather.get_temperature( pos() );
5192 // NOTE : visit weather.h for some details on the numbers used
5193 // In Celsius / 100
5194 int Ctemperature = static_cast<int>( 100 * units::fahrenheit_to_celsius( player_local_temp ) );
5195 const w_point &weather_point = get_weather().get_precise();
5196 int vehwindspeed = 0;
5197 const optional_vpart_position vp = m.veh_at( pos() );
5198 if( vp ) {
5199 vehwindspeed = std::abs( vp->vehicle().velocity / 100 ); // vehicle velocity in mph
5200 }
5201 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
5202 bool sheltered = weather::is_sheltered( m, pos() );
5203 double total_windpower = get_local_windpower( weather.windspeed + vehwindspeed, cur_om_ter,
5204 pos(),
5205 weather.winddirection, sheltered );
5206 int air_humidity = get_local_humidity( weather_point.humidity, weather.weather_id,
5207 sheltered );
5208 // Let's cache this not to check it num_bp times
5209 const bool has_bark = has_trait( trait_BARK );
5210 const bool has_heatsink = has_bionic( bio_heatsink ) || is_wearing( itype_rm13_armor_on ) ||
5212 const bool has_climate_control = in_climate_control();
5213 const bool use_floor_warmth = can_use_floor_warmth();
5214 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
5215 // In bodytemp units
5216 const int ambient_norm = 1900 - BODYTEMP_NORM;
5217
5218 /**
5219 * Calculations that affect all body parts equally go here, not in the loop
5220 */
5221 const int sunlight_warmth = weather::is_in_sunlight( m, pos(), weather.weather_id )
5222 ? ( weather.weather_id->sun_intensity == sun_intensity_type::high ? 1000 : 500 )
5223 : 0;
5224 const int best_fire = get_heat_radiation( pos(), true );
5225 const bool pyromania = has_trait( trait_PYROMANIA );
5226
5227 const int lying_warmth = use_floor_warmth ? floor_warmth( pos() ) : 0;
5228 const int water_temperature_raw =
5229 100 * units::fahrenheit_to_celsius( weather.get_water_temperature( pos() ) );
5230 // Rescale so that 0C is 0 (FREEZING) and 30C is 5k (NORM).
5231 const int water_temperature = water_temperature_raw * 5 / 3;
5232
5233 // Correction of body temperature due to traits and mutations
5234 // Lower heat is applied always
5235 const int mutation_heat_low = bodytemp_modifier_traits( true );
5236 const int mutation_heat_high = bodytemp_modifier_traits( false );
5237 // Difference between high and low is the "safe" heat - one we only apply if it's beneficial
5238 const int mutation_heat_bonus = mutation_heat_high - mutation_heat_low;
5239
5240 // Note: this is included in @ref weather::get_temperature(), so don't add to bodytemp!
5241 const int h_radiation = get_heat_radiation( pos(), false );
5242
5243 // If you're standing in water, air temperature is replaced by water temperature. No wind.
5244 const ter_id ter_at_pos = m.ter( pos() );
5245 const bool submerged = !in_vehicle && ter_at_pos->has_flag( TFLAG_DEEP_WATER );
5246 const bool submerged_low = !in_vehicle && ( submerged || ter_at_pos->has_flag( TFLAG_SWIMMABLE ) );
5247
5248 std::map<bodypart_id, std::vector<const item *>> clothing_map;
5249 std::map<bodypart_id, std::vector<const item *>> bonus_clothing_map;
5250 for( const bodypart_id &bp : get_all_body_parts() ) {
5251 clothing_map.emplace( bp, std::vector<const item *>() );
5252 bonus_clothing_map.emplace( bp, std::vector<const item *>() );
5253 // HACK: we're using temp_conv here to temporarily save
5254 // temperature values from before equalization.
5255 temp_conv[bp->token] = temp_cur[bp->token];
5256 }
5257
5258 // EQUALIZATION
5259 // We run it outside the loop because we can and so we should
5260 // Also, it makes bonus heat application more stable
5261 // TODO: Affect future convection temperature instead (might require adding back to loop)
5267
5270
5273
5274 for( const item &it : worn ) {
5275 // TODO: Port body part set id changes
5276 const body_part_set &covered = it.get_covered_body_parts();
5277 for( size_t i = 0; i < num_bp; i++ ) {
5278 body_part token = static_cast<body_part>( i );
5279 if( covered.test( token ) ) {
5280 clothing_map[convert_bp( token )].emplace_back( &it );
5281 }
5282 if( it.has_flag( flag_HOOD ) ) {
5283 bonus_clothing_map[body_part_head].emplace_back( &it );
5284 }
5285 if( it.has_flag( flag_COLLAR ) ) {
5286 bonus_clothing_map[body_part_mouth].emplace_back( &it );
5287 }
5288 if( it.has_flag( flag_POCKETS ) ) {
5289 bonus_clothing_map[body_part_hand_l].emplace_back( &it );
5290 bonus_clothing_map[body_part_hand_r].emplace_back( &it );
5291 }
5292 }
5293 }
5294 // If player is wielding something large, pockets are not usable
5295 if( weapon.volume() >= 500_ml ) {
5296 bonus_clothing_map[body_part_hand_l].clear();
5297 bonus_clothing_map[body_part_hand_r].clear();
5298 }
5299 // If player's head is encumbered, hood can't be put up
5300 if( encumb( body_part_head->token ) >= 10 ) {
5301 bonus_clothing_map[body_part_head].clear();
5302 }
5303 // Similar for mouth
5304 if( encumb( body_part_mouth->token ) >= 10 ) {
5305 bonus_clothing_map[body_part_mouth].clear();
5306 }
5307
5308 std::map<bodypart_id, int> warmth_per_bp = warmth::from_clothing( clothing_map );
5309 std::map<bodypart_id, int> bonus_warmth_per_bp = warmth::bonus_from_clothing( bonus_clothing_map );
5310 for( const auto &pr : warmth::from_effects( *this ) ) {
5311 warmth_per_bp[pr.first] += pr.second;
5312 }
5313
5314 std::map<bodypart_id, int> wind_res_per_bp = warmth::wind_resistance_from_clothing( clothing_map );
5315 std::map<bodypart_id, int> wind_res_per_bp_bonus = warmth::wind_resistance_from_clothing(
5316 bonus_clothing_map );
5317 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5318 int exposed = std::max( 0, 100 - bp_wind_res.second );
5319 int exposed_bonus = std::max( 0, 100 - wind_res_per_bp_bonus.at( bp_wind_res.first ) );
5320 int exposed_final = exposed * exposed_bonus / ( 100 * 100 );
5321 bp_wind_res.second = 100 - exposed_final;
5322 }
5324 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5325 bp_wind_res.second = 100;
5326 }
5327 }
5328 // We might not use this at all, so leave it empty
5329 // If we do need to use it, we'll initialize it (once) there
5330 std::map<bodypart_id, int> fire_armor_per_bp;
5331
5332 // Current temperature and converging temperature calculations
5333 for( const bodypart_id &bp : get_all_body_parts() ) {
5334 // Skip eyes
5335 if( bp == bodypart_id( "eyes" ) ) {
5336 continue;
5337 }
5338
5339 const bool submerged_bp = submerged ||
5340 ( submerged_low &&
5341 ( bp == body_part_foot_l ||
5342 bp == body_part_foot_r ||
5343 bp == body_part_leg_l ||
5344 bp == body_part_leg_r ) );
5345 // This adjusts the temperature scale to match the bodytemp scale
5346 const int adjusted_temp = submerged_bp ?
5347 water_temperature :
5348 ( Ctemperature - ambient_norm );
5349
5350 // Represents the fact that the body generates heat when it is cold.
5351 double scaled_temperature = logarithmic_range( BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT,
5352 temp_cur[bp->token] );
5353 // Produces a smooth curve between 30.0 and 60.0.
5354 double homeostasis_adjustment = 30.0 * ( 1.0 + scaled_temperature );
5355 int clothing_warmth_adjustment = static_cast<int>( homeostasis_adjustment * warmth_per_bp[bp] );
5356 int clothing_warmth_adjusted_bonus = static_cast<int>( homeostasis_adjustment *
5357 bonus_warmth_per_bp[bp] );
5358 // WINDCHILL
5359 double bp_windpower = total_windpower * ( 1 - wind_res_per_bp[bp] / 100.0 );
5360 // Calculate windchill
5361 int windchill = submerged_bp
5362 ? 0
5363 : get_local_windchill( player_local_temp,
5364 air_humidity,
5365 bp_windpower );
5366
5367 // Convergent temperature is affected by ambient temperature,
5368 // clothing warmth, and body wetness.
5369 int bp_conv = adjusted_temp
5370 + windchill * 100
5371 + clothing_warmth_adjustment
5372 + mutation_heat_low
5373 + sunlight_warmth;
5374
5375 // Bark : lowers blister count to -5; harder to get blisters
5376 // If the counter is high, your skin starts to burn
5377 int blister_count = ( has_bark ? -5 : 0 );
5378
5379 if( frostbite_timer[bp->token] > 0 ) {
5380 frostbite_timer[bp->token] -= std::min( 5, h_radiation );
5381 }
5382 blister_count += h_radiation - 111 > 0 ?
5383 std::max( static_cast<int>( std::sqrt( h_radiation - 111 ) ), 0 ) : 0;
5384
5385 if( has_heatsink ) {
5386 blister_count -= 20;
5387 }
5388 if( fire_armor_per_bp.empty() && blister_count > 0 ) {
5389 fire_armor_per_bp = get_armor_fire( clothing_map );
5390 }
5391 // BLISTERS : Skin gets blisters from intense heat exposure.
5392 // Fire protection protects from blisters.
5393 // Heatsinks give near-immunity.
5394 if( blister_count - fire_armor_per_bp[bp] > 0 ) {
5395 add_effect( effect_blisters, 1_turns, bp->token );
5396 if( pyromania ) {
5397 add_morale( MORALE_PYROMANIA_NEARFIRE, 10, 10, 1_hours,
5398 30_minutes ); // Proximity that's close enough to harm us gives us a bit of a thrill
5400 }
5401 } else if( pyromania && best_fire >= 1 ) { // Only give us fire bonus if there's actually fire
5402 add_morale( MORALE_PYROMANIA_NEARFIRE, 5, 5, 30_minutes,
5403 15_minutes ); // Gain a much smaller mood boost even if it doesn't hurt us
5405 }
5406
5407 // Climate Control eases the effects of high and low ambient temps
5408 if( has_climate_control ) {
5409 bp_conv = temp_corrected_by_climate_control( bp_conv );
5410 }
5411
5412 int bonus_fire_warmth = best_fire * 500;
5413
5414 const int comfortable_warmth = bonus_fire_warmth + lying_warmth;
5415 const int bonus_warmth = comfortable_warmth + mutation_heat_bonus + clothing_warmth_adjusted_bonus;
5416 if( bonus_warmth > 0 ) {
5417 // Approximate bp_conv needed to reach comfortable temperature in this very turn
5418 // Basically inverted formula for temp_cur below
5419 int desired = 501 * BODYTEMP_NORM - 499 * temp_cur[bp->token];
5420 if( std::abs( BODYTEMP_NORM - desired ) < 1000 ) {
5421 desired = BODYTEMP_NORM; // Ensure that it converges
5422 } else if( desired > BODYTEMP_HOT ) {
5423 desired = BODYTEMP_HOT; // Cap excess at sane temperature
5424 }
5425
5426 if( desired < bp_conv ) {
5427 // Too hot, can't help here
5428 } else if( desired < bp_conv + bonus_warmth ) {
5429 // Use some heat, but not all of it
5430 bp_conv = desired;
5431 } else {
5432 // Use all the heat
5433 bp_conv += bonus_warmth;
5434 }
5435
5436 // Morale bonus for comfiness - only if actually comfy (not too warm/cold)
5437 // Spread the morale bonus in time.
5438 if( comfortable_warmth > 0 &&
5439 // TODO: make this simpler and use time_duration/time_point
5440 to_turn<int>( calendar::turn ) % to_turns<int>( 1_minutes ) == to_turns<int>
5441 ( 1_minutes * bp->token ) / to_turns<int>( 1_minutes * num_bp ) &&
5443 get_effect_int( effect_hot, num_bp ) == 0 &&
5444 temp_cur[bp->token] > BODYTEMP_COLD && temp_cur[bp->token] <= BODYTEMP_NORM ) {
5445 add_morale( MORALE_COMFY, 1, 10, 2_minutes, 1_minutes, true );
5446 }
5447 }
5448
5449 // The current temperature model can't account for water temperature conduction well
5450 // Hack: cut non-water effects by 80% when in water
5451 if( submerged_bp ) {
5452 bp_conv = ( ( bp_conv - adjusted_temp ) / 5 ) + adjusted_temp;
5453 }
5454
5455 // FINAL CALCULATION : Increments current body temperature towards convergent.
5456 int temp_before = temp_cur[bp->token];
5457 int temp_difference = temp_before - bp_conv; // Negative if the player is warming up.
5458 int rounding_error = 0;
5459 // If temp_diff is small, the player cannot warm up due to rounding errors. This fixes that.
5460 if( temp_difference < 0 && temp_difference > -600 ) {
5461 rounding_error = 1;
5462 }
5463 // exp(-0.001) : half life of 60 minutes, exp(-0.002) : half life of 30 minutes,
5464 // exp(-0.003) : half life of 20 minutes, exp(-0.004) : half life of 15 minutes
5465 static const double change_mult_air = std::exp( -0.002 );
5466 static const double change_mult_water = std::exp( -0.008 );
5467 const double change_mult = submerged_bp ? change_mult_water : change_mult_air;
5468 if( temp_cur[bp->token] != bp_conv ) {
5469 temp_cur[bp->token] = static_cast<int>( temp_difference * change_mult )
5470 + bp_conv + rounding_error;
5471 }
5472 int temp_after = temp_cur[bp->token];
5473 // PENALTIES
5474 if( temp_cur[bp->token] < BODYTEMP_FREEZING ) {
5475 add_effect( effect_cold, 1_turns, bp->token, 3 );
5476 } else if( temp_cur[bp->token] < BODYTEMP_VERY_COLD ) {
5477 add_effect( effect_cold, 1_turns, bp->token, 2 );
5478 } else if( temp_cur[bp->token] < BODYTEMP_COLD ) {
5479 add_effect( effect_cold, 1_turns, bp->token, 1 );
5480 } else if( temp_cur[bp->token] > BODYTEMP_SCORCHING ) {
5481 add_effect( effect_hot, 1_turns, bp->token, 3 );
5482 if( bp->main_part.id() == bp ) {
5483 add_effect( effect_hot_speed, 1_turns, bp->token, 3 );
5484 }
5485 } else if( temp_cur[bp->token] > BODYTEMP_VERY_HOT ) {
5486 add_effect( effect_hot, 1_turns, bp->token, 2 );
5487 if( bp->main_part.id() == bp ) {
5488 add_effect( effect_hot_speed, 1_turns, bp->token, 2 );
5489 }
5490 } else if( temp_cur[bp->token] > BODYTEMP_HOT ) {
5491 add_effect( effect_hot, 1_turns, bp->token, 1 );
5492 if( bp->main_part.id() == bp ) {
5493 add_effect( effect_hot_speed, 1_turns, bp->token, 1 );
5494 }
5495 } else {
5496 if( temp_cur[bp->token] >= BODYTEMP_COLD ) {
5497 remove_effect( effect_cold, bp->token );
5498 }
5499 if( temp_cur[bp->token] <= BODYTEMP_HOT ) {
5500 remove_effect( effect_hot, bp->token );
5501 remove_effect( effect_hot_speed, bp->token );
5502 }
5503 }
5504
5505 // FROSTBITE - only occurs to hands, feet, face
5506 /**
5507
5508 Source : http://www.atc.army.mil/weather/windchill.pdf
5509
5510 Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.
5511
5512 1200 turns in low risk, + 3 tics
5513 450 turns in moderate risk, + 8 tics
5514 50 turns in high risk, +72 tics
5515
5516 Let's say frostnip @ 1800 tics, frostbite @ 3600 tics
5517
5518 >> Chunked into 8 parts (http://imgur.com/xlTPmJF)
5519 -- 2 hour risk --
5520 Between 30F and 10F
5521 Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph
5522 -- 45 minute risk --
5523 Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph
5524 Between 10F and -5F, greater than 20mph
5525 Less than -5F, less than 10 mph
5526 Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph
5527 -- 5 minute risk --
5528 Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph
5529 Less than -35F, more than 10 mp
5530 **/
5531
5532 if( bp == body_part_mouth || bp == body_part_foot_r ||
5533 bp == body_part_foot_l || bp == body_part_hand_r || bp == body_part_hand_l ) {
5534 // Handle the frostbite timer
5535 // Need temps in F, windPower already in mph
5536 int wetness_percentage = 100 * body_wetness[bp->token] / drench_capacity[bp->token]; // 0 - 100
5537 // Warmth gives a slight buff to temperature resistance
5538 // Wetness gives a heavy nerf to temperature resistance
5539 double adjusted_warmth = warmth_per_bp.at( bp ) - wetness_percentage;
5540 int Ftemperature = static_cast<int>( player_local_temp + 0.2 * adjusted_warmth );
5541 // Windchill reduced by your armor
5542 int FBwindPower = static_cast<int>(
5543 total_windpower * ( 1 - wind_res_per_bp[ bp ] / 100.0 ) );
5544
5545 int intense = get_effect_int( effect_frostbite, bp->token );
5546
5547 // This has been broken down into 8 zones
5548 // Low risk zones (stops at frostnip)
5549 if( temp_cur[bp->token] < BODYTEMP_COLD &&
5550 ( ( Ftemperature < 30 && Ftemperature >= 10 ) ||
5551 ( Ftemperature < 10 && Ftemperature >= -5 &&
5552 FBwindPower < 20 && -4 * Ftemperature + 3 * FBwindPower - 20 >= 0 ) ) ) {
5553 if( frostbite_timer[bp->token] < 2000 ) {
5554 frostbite_timer[bp->token] += 3;
5555 }
5556 if( one_in( 100 ) && !has_effect( effect_frostbite, bp->token ) ) {
5557 add_msg( m_warning, _( "Your %s will be frostnipped in the next few hours." ),
5558 body_part_name( bp->token ) );
5559 }
5560 // Medium risk zones
5561 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5562 ( ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower < 20 &&
5563 -4 * Ftemperature + 3 * FBwindPower - 20 < 0 ) ||
5564 ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower >= 20 ) ||
5565 ( Ftemperature < -5 && FBwindPower < 10 ) ||
5566 ( Ftemperature < -5 && FBwindPower >= 10 &&
5567 -4 * Ftemperature + 3 * FBwindPower - 170 >= 0 ) ) ) {
5568 frostbite_timer[bp->token] += 8;
5569 if( one_in( 100 ) && intense < 2 ) {
5570 add_msg( m_warning, _( "Your %s will be frostbitten within the hour!" ),
5571 body_part_name( bp->token ) );
5572 }
5573 // High risk zones
5574 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5575 ( ( Ftemperature < -5 && FBwindPower >= 10 &&
5576 -4 * Ftemperature + 3 * FBwindPower - 170 < 0 ) ||
5577 ( Ftemperature < -35 && FBwindPower >= 10 ) ) ) {
5578 frostbite_timer[bp->token] += 72;
5579 if( one_in( 100 ) && intense < 2 ) {
5580 add_msg( m_warning, _( "Your %s will be frostbitten any minute now!" ),
5581 body_part_name( bp->token ) );
5582 }
5583 // Risk free, so reduce frostbite timer
5584 } else {
5585 frostbite_timer[bp->token] -= 3;
5586 }
5587
5588 // Handle the bestowing of frostbite
5589 if( frostbite_timer[bp->token] < 0 ) {
5590 frostbite_timer[bp->token] = 0;
5591 } else if( frostbite_timer[bp->token] > 4200 ) {
5592 // This ensures that the player will recover in at most 3 hours.
5593 frostbite_timer[bp->token] = 4200;
5594 }
5595 // Frostbite, no recovery possible
5596 if( frostbite_timer[bp->token] >= 3600 ) {
5597 add_effect( effect_frostbite, 1_turns, bp->token, 2 );
5599 // Else frostnip, add recovery if we were frostbitten
5600 } else if( frostbite_timer[bp->token] >= 1800 ) {
5601 if( intense == 2 ) {
5602 add_effect( effect_frostbite_recovery, 1_turns, bp->token );
5603 }
5604 add_effect( effect_frostbite, 1_turns, bp->token, 1 );
5605 // Else fully recovered
5606 } else if( frostbite_timer[bp->token] == 0 ) {
5607 remove_effect( effect_frostbite, bp->token );
5609 }
5610 }
5611 // Warn the player if condition worsens
5612 // HACK: we want overall temperature change, including equalization, and temp_conv
5613 // at this moment contains temperature values from before the equalization.
5614 temp_before = temp_conv[bp->token];
5615 if( temp_before > BODYTEMP_FREEZING && temp_after <= BODYTEMP_FREEZING ) {
5616 //~ %s is bodypart
5617 add_msg( m_warning, _( "You feel your %s beginning to go numb from the cold!" ),
5618 body_part_name( bp->token ) );
5619 } else if( temp_before > BODYTEMP_VERY_COLD && temp_after <= BODYTEMP_VERY_COLD ) {
5620 //~ %s is bodypart
5621 add_msg( m_warning, _( "You feel your %s getting very cold." ),
5622 body_part_name( bp->token ) );
5623 } else if( temp_before > BODYTEMP_COLD && temp_after <= BODYTEMP_COLD ) {
5624 //~ %s is bodypart
5625 add_msg( m_warning, _( "You feel your %s getting chilly." ),
5626 body_part_name( bp->token ) );
5627 } else if( temp_before < BODYTEMP_SCORCHING && temp_after >= BODYTEMP_SCORCHING ) {
5628 //~ %s is bodypart
5629 add_msg( m_bad, _( "You feel your %s getting red hot from the heat!" ),
5630 body_part_name( bp->token ) );
5631 } else if( temp_before < BODYTEMP_VERY_HOT && temp_after >= BODYTEMP_VERY_HOT ) {
5632 //~ %s is bodypart
5633 add_msg( m_warning, _( "You feel your %s getting very hot." ),
5634 body_part_name( bp->token ) );
5635 } else if( temp_before < BODYTEMP_HOT && temp_after >= BODYTEMP_HOT ) {
5636 //~ %s is bodypart
5637 add_msg( m_warning, _( "You feel your %s getting warm." ),
5638 body_part_name( bp->token ) );
5639 }
5640
5641 // Note: Numbers are based off of BODYTEMP at the top of weather.h
5642 // If torso is BODYTEMP_COLD which is 34C, the early stages of hypothermia begin
5643 // constant shivering will prevent the player from falling asleep.
5644 // Otherwise, if any other body part is BODYTEMP_VERY_COLD, or 31C
5645 // AND you have frostbite, then that also prevents you from sleeping
5646 if( in_sleep_state() ) {
5647 int curr_temperature = temp_cur[bp->token];
5648 if( bp == body_part_torso && curr_temperature <= BODYTEMP_COLD ) {
5649 add_msg( m_warning, _( "Your shivering prevents you from sleeping." ) );
5650 wake_up();
5651 } else if( bp != body_part_torso && curr_temperature <= BODYTEMP_VERY_COLD &&
5653 add_msg( m_warning, _( "You are too cold. Your frostbite prevents you from sleeping." ) );
5654 wake_up();
5655 }
5656 }
5657
5658 // Warn the player that wind is going to be a problem.
5659 // But only if it can be a problem, no need to spam player with "wind chills your scorching body"
5660 if( bp_conv <= BODYTEMP_COLD && windchill < -10 && one_in( 200 ) ) {
5661 add_msg( m_bad, _( "The wind is making your %s feel quite cold." ),
5662 body_part_name( bp->token ) );
5663 } else if( bp_conv <= BODYTEMP_COLD && windchill < -20 && one_in( 100 ) ) {
5664 add_msg( m_bad,
5665 _( "The wind is very strong, you should find some more wind-resistant clothing for your %s." ),
5666 body_part_name( bp->token ) );
5667 } else if( bp_conv <= BODYTEMP_COLD && windchill < -30 && one_in( 50 ) ) {
5668 add_msg( m_bad, _( "Your clothing is not providing enough protection from the wind for your %s!" ),
5669 body_part_name( bp->token ) );
5670 }
5671
5672 // Set temp_conv just once per bp for readability
5673 // TODO: Remove temp_conv, it's only really for display, so should not be in Character
5674 temp_conv[bp->token] = bp_conv;
5675 }
5676}
const bodypart_str_id body_part_foot_r("foot_r")
const bodypart_str_id body_part_hand_r("hand_r")
const bodypart_str_id body_part_leg_l("leg_l")
const bodypart_str_id body_part_arm_l("arm_l")
const bodypart_str_id body_part_torso("torso")
const bodypart_str_id body_part_arm_r("arm_r")
const bodypart_str_id body_part_leg_r("leg_r")
const bodypart_str_id body_part_mouth("mouth")
const bodypart_str_id body_part_head("head")
const bodypart_str_id body_part_hand_l("hand_l")
const bodypart_str_id body_part_foot_l("foot_l")
static const efftype_id effect_cold("cold")
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const trait_id trait_BARK("BARK")
static const flag_str_id flag_POCKETS("POCKETS")
static const efftype_id effect_hot("hot")
static const flag_str_id flag_HOOD("HOOD")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_blisters("blisters")
static const efftype_id effect_frostbite_recovery("frostbite_recovery")
static const efftype_id effect_hot_speed("hot_speed")
static const flag_str_id flag_COLLAR("COLLAR")
static const efftype_id effect_frostbite("frostbite")
int temp_corrected_by_climate_control(int temperature) const
Value of the body temperature corrected by climate control.
Definition: character.cpp:9564
std::map< bodypart_id, int > get_armor_fire(const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Returns overall fire resistance.
Definition: character.cpp:8386
bool can_use_floor_warmth() const
Can the player lie down and cover self with blankets etc.
Definition: character.cpp:9445
int bodytemp_modifier_traits(bool overheated) const
Correction factor of the body temperature due to traits and mutations.
Definition: character.cpp:9546
bool in_climate_control()
Returns true if the player is in a climate controlled area or armor.
Definition: character.cpp:3828
void temp_equalizer(const bodypart_id &bp1, const bodypart_id &bp2)
Equalizes heat between body parts.
Definition: character.cpp:5678
int floor_warmth(const tripoint &pos) const
Final warmth from the floor.
Definition: character.cpp:9531
int get_heat_radiation(const tripoint &location, bool direct)
Definition: game.cpp:1912
@ TFLAG_SWIMMABLE
Definition: mapdata.h:279
const morale_type MORALE_COMFY("morale_comfy")
constexpr double fahrenheit_to_celsius(double fahrenheit)
std::map< bodypart_id, int > bonus_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9428
std::map< bodypart_id, int > wind_resistance_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Returns wind resistance provided by armor, etc.
Definition: character.cpp:3884
std::map< bodypart_id, int > from_effects(const Character &c)
Definition: character.cpp:9434
std::map< bodypart_id, int > from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9422
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, Creature::add_effect(), add_morale(), add_msg(), bio_heatsink, body_part_arm_l, body_part_arm_r, body_part_foot_l, body_part_foot_r, body_part_hand_l, body_part_hand_r, body_part_head, body_part_leg_l, body_part_leg_r, body_part_mouth, body_part_name(), body_part_torso, body_wetness, BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, bodytemp_modifier_traits(), BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, warmth::bonus_from_clothing(), can_use_floor_warmth(), convert_bp(), drench_capacity, effect_blisters, effect_cold, effect_frostbite, effect_frostbite_recovery, effect_hot, effect_hot_speed, encumb(), units::fahrenheit_to_celsius(), flag_COLLAR, flag_HOOD, flag_POCKETS, floor_warmth(), warmth::from_clothing(), warmth::from_effects(), frostbite_timer, Creature::get_all_body_parts(), get_armor_fire(), Creature::get_effect_int(), get_heat_radiation(), get_local_humidity(), get_local_windchill(), get_local_windpower(), weather_manager::get_precise(), get_weather(), global_omt_location(), has_active_mutation(), has_bionic(), Creature::has_effect(), map_data_common_t::has_flag(), has_trait(), high, w_point::humidity, in_climate_control(), in_sleep_state(), in_vehicle, weather::is_in_sunlight(), weather::is_sheltered(), is_wearing(), itype_rm13_armor_on, logarithmic_range(), m_bad, m_warning, MORALE_COMFY, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, num_bp, one_in(), overmap_buffer, optional_vpart_position::part_with_feature(), pos(), rem_morale(), Creature::remove_effect(), temp_conv, temp_corrected_by_climate_control(), temp_cur, temp_equalizer(), map::ter(), overmapbuffer::ter(), body_part_set::test(), TFLAG_DEEP_WATER, TFLAG_SWIMMABLE, body_part_type::token, trait_BARK, trait_DEBUG_NOTEMP, trait_M_SKIN2, trait_M_SKIN3, trait_PYROMANIA, trait_SHELL2, calendar::turn, map::veh_at(), item::volume(), wake_up(), weapon, warmth::wind_resistance_from_clothing(), and worn.

Referenced by game::do_turn(), and iuse_transform::use().

◆ update_fuel_storage()

void Character::update_fuel_storage ( const itype_id fuel)

Updates which bionic contain fuel and which is empty.

Definition at line 2122 of file character.cpp.

2123{
2124 const item it( fuel );
2125 if( get_value( fuel.str() ).empty() ) {
2126 for( const bionic_id &bid : get_bionic_fueled_with( it ) ) {
2127 remove_value( bid.c_str() );
2128 }
2129 return;
2130 }
2131
2132 std::vector<bionic_id> bids = get_bionic_fueled_with( it );
2133 if( bids.empty() ) {
2134 return;
2135 }
2136 int amount_fuel_loaded = std::stoi( get_value( fuel.str() ) );
2137 std::vector<bionic_id> loaded_bio;
2138
2139 // Sort bionic in order of decreasing capacity
2140 // To fill the bigger ones firts.
2141 bool swap = true;
2142 while( swap ) {
2143 swap = false;
2144 for( size_t i = 0; i < bids.size() - 1; i++ ) {
2145 if( bids[i + 1]->fuel_capacity > bids[i]->fuel_capacity ) {
2146 std::swap( bids[i + 1], bids[i] );
2147 swap = true;
2148 }
2149 }
2150 }
2151
2152 for( const bionic_id &bid : bids ) {
2153 remove_value( bid.c_str() );
2154 if( bid->fuel_capacity <= amount_fuel_loaded ) {
2155 amount_fuel_loaded -= bid->fuel_capacity;
2156 loaded_bio.emplace_back( bid );
2157 } else if( amount_fuel_loaded != 0 ) {
2158 loaded_bio.emplace_back( bid );
2159 break;
2160 }
2161 }
2162
2163 for( const bionic_id &bd : loaded_bio ) {
2164 set_value( bd.str(), fuel.str() );
2165 }
2166
2167}
void swap(colony< element_type, element_allocator_type, element_skipfield_type > &a, colony< element_type, element_allocator_type, element_skipfield_type > &b) COLONY_NOEXCEPT_SWAP(element_allocator_type)
Swaps colony A's contents with that of colony B.
Definition: colony.h:3496

References get_bionic_fueled_with(), Creature::get_value(), Creature::remove_value(), Creature::set_value(), string_id< T >::str(), and cata::swap().

Referenced by burn_fuel(), and fuel_bionic_with().

◆ update_health()

void Character::update_health ( int  external_modifiers = 0)
virtual

Handles health fluctuations over time.

Definition at line 4621 of file character.cpp.

4622{
4623 if( has_artifact_with( AEP_SICK ) ) {
4624 // Carrying a sickness artifact makes your health 50 points worse on average
4625 external_modifiers -= 50;
4626 }
4627 // Limit healthy_mod to [-200, 200].
4628 // This also sets approximate bounds for the character's health.
4629 if( get_healthy_mod() > get_max_healthy() ) {
4631 } else if( get_healthy_mod() < -200 ) {
4632 set_healthy_mod( -200 );
4633 }
4634
4635 // Active leukocyte breeder will keep your health near 100
4636 int effective_healthy_mod = get_healthy_mod();
4638 // Side effect: dependency
4639 mod_healthy_mod( -50, -200 );
4640 effective_healthy_mod = 100;
4641 }
4642
4643 // Health tends toward healthy_mod.
4644 // For small differences, it changes 4 points per day
4645 // For large ones, up to ~40% of the difference per day
4646 int health_change = effective_healthy_mod - get_healthy() + external_modifiers;
4647 mod_healthy( sgn( health_change ) * std::max( 1, std::abs( health_change ) / 10 ) );
4648
4649 // And healthy_mod decays over time.
4650 // Slowly near 0, but it's hard to overpower it near +/-100
4651 set_healthy_mod( std::round( get_healthy_mod() * 0.95f ) );
4652
4653 add_msg( m_debug, "Health: %d, Health mod: %d", get_healthy(), get_healthy_mod() );
4654}
static const bionic_id bio_leukocyte("bio_leukocyte")
int get_max_healthy() const
Definition: character.cpp:4543
@ AEP_SICK
Definition: enums.h:141

References add_msg(), AEP_SICK, bio_leukocyte, get_healthy(), get_healthy_mod(), get_max_healthy(), has_active_bionic(), has_artifact_with(), m_debug, mod_healthy(), mod_healthy_mod(), set_healthy_mod(), and sgn().

Referenced by update_body().

◆ update_morale()

void Character::update_morale ( )

Ticks down morale counters and removes them.

Definition at line 9005 of file character.cpp.

9006{
9007 morale->decay( 1_minutes );
9009}

References apply_persistent_morale(), and morale.

Referenced by game::do_turn().

◆ update_needs()

void Character::update_needs ( int  rate_multiplier)

Increases hunger, thirst, fatigue and stimulants wearing off.

rate_multiplier is for retroactive updates.

Definition at line 4776 of file character.cpp.

4777{
4778 const int current_stim = get_stim();
4779 // Hunger, thirst, & fatigue up every 5 minutes
4781 // No food/thirst/fatigue clock at all
4782 const bool debug_ls = has_trait( trait_DEBUG_LS );
4783 // No food/thirst, capped fatigue clock (only up to tired)
4784 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4785 const bool asleep = !sleep.is_null();
4786 const bool lying = asleep || has_effect( effect_lying_down ) ||
4788
4789 needs_rates rates = calc_needs_rates();
4790
4791 const bool wasnt_fatigued = get_fatigue() <= fatigue_levels::dead_tired;
4792 // Don't increase fatigue if sleeping or trying to sleep or if we're at the cap.
4793 if( get_fatigue() < 1050 && !asleep && !debug_ls ) {
4794 if( rates.fatigue > 0.0f ) {
4795 int fatigue_roll = roll_remainder( rates.fatigue * rate_multiplier );
4796 mod_fatigue( fatigue_roll );
4797
4798 // Synaptic regen bionic stops SD while awake and boosts it while sleeping
4800 // fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
4801 // but characters who need less sleep will also get less sleep deprived, and vice-versa.
4802
4803 // Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
4804 // 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
4805 mod_sleep_deprivation( fatigue_roll * 5 );
4806 }
4807
4808 if( npc_no_food && get_fatigue() > fatigue_levels::tired ) {
4809 set_fatigue( static_cast<int>( fatigue_levels::tired ) );
4810 }
4811 if( npc_no_food ) {
4813 }
4814 }
4815 } else if( asleep && rates.recovery > 0.0f ) {
4816 int recovered = roll_remainder( rates.recovery * rate_multiplier );
4817 // Hibernation prevents waking up until you're hungry or thirsty
4818 if( get_fatigue() - recovered < -20 && !is_hibernating() ) {
4819 // Should be wake up, but that could prevent some retroactive regeneration
4820 sleep.set_duration( 1_turns );
4821 mod_fatigue( -25 );
4822 } else {
4824 recovered *= .5;
4825 }
4826 mod_fatigue( -recovered );
4827
4828 float rest_modifier = 1.0f;
4829 // Bionic doubles the base regen
4831 rest_modifier += 1.0f;
4832 }
4834 rest_modifier += 0.2f;
4835 }
4836
4837 const comfort_level comfort = base_comfort_value( pos() ).level;
4838
4839 // Best possible bed increases recovery by 30% of base
4840 if( comfort >= comfort_level::very_comfortable ) {
4841 rest_modifier += 0.3f;
4842 } else if( comfort >= comfort_level::comfortable ) {
4843 rest_modifier += 0.2f;
4844 } else if( comfort >= comfort_level::slightly_comfortable ) {
4845 rest_modifier += 0.1f;
4846 }
4847
4848 // 6 hours of sleep per day will let you avoid deprivation
4849 // 4 hours if on great bed plus melatonin
4850 // Math: 5 (fatigue to minutes), 3 (1:3 sleep to waking),
4851 // 2 (legacy sleep non-linearity thing)
4852 mod_sleep_deprivation( -rest_modifier * ( recovered * 3.0f * 5.0f / 2.0f ) );
4853
4854 }
4855 }
4856 if( is_player() && wasnt_fatigued && get_fatigue() > fatigue_levels::dead_tired && !lying ) {
4857 if( !activity ) {
4858 add_msg_if_player( m_warning, _( "You're feeling tired. %s to lie down for sleep." ),
4859 press_x( ACTION_SLEEP ) );
4860 } else {
4861 g->cancel_activity_query( _( "You're feeling tired." ) );
4862 }
4863 }
4864
4865 if( current_stim < 0 ) {
4866 set_stim( std::min( current_stim + rate_multiplier, 0 ) );
4867 } else if( current_stim > 0 ) {
4868 set_stim( std::max( current_stim - rate_multiplier, 0 ) );
4869 }
4870
4871 if( get_painkiller() > 0 ) {
4872 mod_painkiller( -std::min( get_painkiller(), rate_multiplier ) );
4873 }
4874
4875 // Huge folks take penalties for cramming themselves in vehicles
4876 if( in_vehicle && ( get_size() == MS_HUGE )
4878 vehicle *veh = veh_pointer_or_null( get_map().veh_at( pos() ) );
4879 // it's painful to work the controls, but passengers in open topped vehicles are fine
4880 if( veh && ( veh->enclosed_at( pos() ) || veh->player_in_control( *this->as_player() ) ) ) {
4882 _( "You're cramping up from stuffing yourself in this vehicle." ) );
4883 if( is_npc() ) {
4884 npc &as_npc = dynamic_cast<npc &>( *this );
4885 as_npc.complain_about( "cramped_vehicle", 1_hours, "<cramped_vehicle>", false );
4886 }
4887
4888 mod_pain( rng( 4, 6 ) );
4889 focus_pool -= 1;
4890 }
4891 }
4892}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
static const efftype_id effect_melatonin_supplements("melatonin")
static const trait_id trait_DEBUG_LS("DEBUG_LS")
static const bionic_id bio_synaptic_regen("bio_synaptic_regen")
static const efftype_id effect_lying_down("lying_down")
comfort_response_t base_comfort_value(const tripoint &p) const
Rate point's ability to serve as a bed.
Definition: character.cpp:5687
needs_rates calc_needs_rates() const
Definition: character.cpp:4893
virtual void mod_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4435
virtual npc * as_npc()
Definition: creature.h:110
bool complain_about(const std::string &issue, const time_duration &dur, const std::string &speech, bool force=false, sounds::sound_t priority=sounds::sound_t::speech)
Definition: npcmove.cpp:4453
bool enclosed_at(const tripoint &pos)
Definition: vehicle.cpp:6285

References _, ACT_TRY_SLEEP, ACTION_SLEEP, activity, Creature::add_msg_if_player(), Creature::as_npc(), base_comfort_value(), bio_synaptic_regen, calc_needs_rates(), comfortable, npc::complain_about(), dead_tired, effect_lying_down, effect_melatonin_supplements, effect_narcosis, effect_recently_coughed, effect_sleep, vehicle::enclosed_at(), needs_rates::fatigue, focus_pool, g, Creature::get_effect(), get_fatigue(), get_map(), get_painkiller(), get_size(), get_stim(), has_active_bionic(), Creature::has_effect(), has_trait(), player_activity::id(), in_vehicle, is_hibernating(), Creature::is_npc(), Creature::is_player(), Character::comfort_response_t::level, m_bad, m_warning, mod_fatigue(), Creature::mod_pain(), mod_painkiller(), mod_sleep_deprivation(), MS_HUGE, vehicle::player_in_control(), pos(), press_x(), needs_rates::recovery, rng(), roll_remainder(), set_fatigue(), set_sleep_deprivation(), set_stim(), sleep(), slightly_comfortable, tired, trait_DEBUG_LS, trait_NOPAIN, veh_pointer_or_null(), and very_comfortable.

Referenced by update_body().

◆ update_stamina()

void Character::update_stamina ( int  turns)

Regenerates stamina.

Definition at line 7272 of file character.cpp.

7273{
7274 static const std::string player_base_stamina_regen_rate( "PLAYER_BASE_STAMINA_REGEN_RATE" );
7275 static const std::string stamina_regen_modifier( "stamina_regen_modifier" );
7276 const float base_regen_rate = get_option<float>( player_base_stamina_regen_rate );
7277 const int current_stim = get_stim();
7278 float stamina_recovery = 0.0f;
7279 // Recover some stamina every turn.
7280 // max stamina modifers from mutation also affect stamina multi
7281 float stamina_multiplier = 1.0f + mutation_value( stamina_regen_modifier ) +
7282 ( mutation_value( "max_stamina_modifier" ) - 1.0f );
7283 // But mouth encumbrance interferes, even with mutated stamina.
7284 stamina_recovery += stamina_multiplier * std::max( 1.0f,
7285 base_regen_rate - ( encumb( bp_mouth ) / 5.0f ) );
7286 // TODO: recovering stamina causes hunger/thirst/fatigue.
7287 // TODO: Tiredness slowing recovery
7288
7289 // stim recovers stamina (or impairs recovery)
7290 if( current_stim > 0 ) {
7291 // TODO: Make stamina recovery with stims cost health
7292 stamina_recovery += std::min( 5.0f, current_stim / 15.0f );
7293 } else if( current_stim < 0 ) {
7294 // Affect it less near 0 and more near full
7295 // Negative stim kill at -200
7296 // At -100 stim it inflicts -20 malus to regen at 100% stamina,
7297 // effectivly countering stamina gain of default 20,
7298 // at 50% stamina its -10 (50%), cuts by 25% at 25% stamina
7299 stamina_recovery += current_stim / 5.0f * get_stamina() / get_stamina_max();
7300 }
7301
7302 const int max_stam = get_stamina_max();
7303 if( get_power_level() >= 3_kJ && has_active_bionic( bio_gills ) ) {
7304 int bonus = std::min<int>( units::to_kilojoule( get_power_level() ) / 3,
7305 max_stam - get_stamina() - stamina_recovery * turns );
7306 // so the effective recovery is up to 5x default
7307 bonus = std::min( bonus, 4 * static_cast<int>( base_regen_rate ) );
7308 if( bonus > 0 ) {
7309 stamina_recovery += bonus;
7310 bonus /= 10;
7311 bonus = std::max( bonus, 1 );
7313 }
7314 }
7315
7316 mod_stamina( roll_remainder( stamina_recovery * turns ) );
7317 add_msg( m_debug, "Stamina recovery: %d", roll_remainder( stamina_recovery * turns ) );
7318 // Cap at max
7319 set_stamina( std::min( std::max( get_stamina(), 0 ), max_stam ) );
7320}
static const bionic_id bio_gills("bio_gills")

References add_msg(), bio_gills, bp_mouth, encumb(), units::from_kilojoule(), get_power_level(), get_stamina(), get_stamina_max(), get_stim(), has_active_bionic(), m_debug, mod_power_level(), mod_stamina(), mutation_value(), roll_remainder(), set_stamina(), and units::to_kilojoule().

Referenced by update_body().

◆ update_stomach()

void Character::update_stomach ( const time_point from,
const time_point to 
)

Updates the stomach to give accurate hunger messages.

Definition at line 4733 of file character.cpp.

4734{
4735 const needs_rates rates = calc_needs_rates();
4736 // No food/thirst/fatigue clock at all
4737 const bool debug_ls = has_trait( trait_DEBUG_LS );
4738 // No food/thirst, capped fatigue clock (only up to tired)
4739 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4740 const bool foodless = debug_ls || npc_no_food;
4741 const bool mouse = has_trait( trait_NO_THIRST );
4742 const bool mycus = has_trait( trait_M_DEPENDENT );
4743 const float kcal_per_time = bmr() / ( 12.0f * 24.0f );
4744 const int five_mins = ticks_between( from, to, 5_minutes );
4745
4746 if( five_mins > 0 ) {
4747 // Digest nutrients in stomach
4748 food_summary digested_to_body = stomach.digest( rates, five_mins );
4749 // Apply nutrients, unless this is an NPC and NO_NPC_FOOD is enabled.
4750 if( !npc_no_food ) {
4751 mod_stored_kcal( digested_to_body.nutr.kcal );
4752 vitamins_mod( digested_to_body.nutr.vitamins, false );
4753 }
4754 if( !foodless && rates.hunger > 0.0f ) {
4755 // instead of hunger keeping track of how you're living, burn calories instead
4756 mod_stored_kcal( -roll_remainder( five_mins * kcal_per_time ) );
4757 }
4758 }
4759
4760 if( !foodless && rates.thirst > 0.0f ) {
4761 mod_thirst( roll_remainder( rates.thirst * five_mins ) );
4762 }
4763
4764 if( npc_no_food ) {
4765 set_thirst( static_cast<int>( thirst_levels::hydrated ) );
4767 }
4768
4769 // Mycus and Metabolic Rehydration makes thirst unnecessary
4770 // since water is not limited by intake but by absorption, we can just set thirst to zero
4771 if( mycus || mouse ) {
4772 set_thirst( 0 );
4773 }
4774}
static const trait_id trait_NO_THIRST("NO_THIRST")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
void vitamins_mod(const std::map< vitamin_id, int > &, bool capped=true)
food_summary digest(const needs_rates &metabolic_rates, int five_mins)
Processes food and outputs nutrients that are finished processing Metabolic rates are required becaus...
Definition: stomach.cpp:132
int mycus(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1433
nutrients nutr
Definition: stomach.h:53
std::map< vitamin_id, int > vitamins
vitamins potentially provided by this comestible (if any)
Definition: stomach.h:21

References bmr(), calc_needs_rates(), stomach_contents::digest(), has_trait(), needs_rates::hunger, hydrated, Creature::is_npc(), nutrients::kcal, max_stored_kcal(), mod_stored_kcal(), mod_thirst(), iuse::mycus(), food_summary::nutr, roll_remainder(), set_stored_kcal(), set_thirst(), stomach, needs_rates::thirst, ticks_between(), trait_DEBUG_LS, trait_M_DEPENDENT, trait_NO_THIRST, nutrients::vitamins, and vitamins_mod().

Referenced by update_body().

◆ update_type_of_scent() [1/2]

void Character::update_type_of_scent ( bool  init = false)

Definition at line 8731 of file character.cpp.

8732{
8733 scenttype_id new_scent = scenttype_id( "sc_human" );
8734 for( const trait_id &mut : get_mutations() ) {
8735 if( mut.obj().scent_typeid ) {
8736 new_scent = mut.obj().scent_typeid.value();
8737 }
8738 }
8739
8740 if( !init && new_scent != get_type_of_scent() ) {
8741 g->scent.reset();
8742 }
8743 set_type_of_scent( new_scent );
8744}
scenttype_id get_type_of_scent() const
Definition: character.cpp:8764

References g, get_mutations(), get_type_of_scent(), mutation_branch::scent_typeid, and set_type_of_scent().

Referenced by on_mutation_gain(), on_mutation_loss(), and update_type_of_scent().

◆ update_type_of_scent() [2/2]

void Character::update_type_of_scent ( const trait_id mut,
bool  gain = true 
)

Definition at line 8746 of file character.cpp.

8747{
8748 const cata::optional<scenttype_id> &mut_scent = mut->scent_typeid;
8749 if( mut_scent ) {
8750 if( gain && mut_scent.value() != get_type_of_scent() ) {
8751 set_type_of_scent( mut_scent.value() );
8752 g->scent.reset();
8753 } else {
8755 }
8756 }
8757}
cata::optional< scenttype_id > scent_typeid
What do you smell like.
Definition: mutation.h:159

References g, get_type_of_scent(), mutation_branch::scent_typeid, set_type_of_scent(), update_type_of_scent(), and cata::optional< T >::value().

◆ update_vitamins()

void Character::update_vitamins ( const vitamin_id vit)

Set vitamin deficiency/excess disease states dependent upon current vitamin levels.

Definition at line 8805 of file character.cpp.

8806{
8807 if( is_npc() ) {
8808 return; // NPCs cannot develop vitamin diseases
8809 }
8810
8811 efftype_id def = vit.obj().deficiency();
8812 efftype_id exc = vit.obj().excess();
8813
8814 int lvl = vit.obj().severity( vitamin_get( vit ) );
8815 if( lvl <= 0 ) {
8816 remove_effect( def );
8817 }
8818 if( lvl >= 0 ) {
8819 remove_effect( exc );
8820 }
8821 if( lvl > 0 ) {
8822 if( has_effect( def, num_bp ) ) {
8823 get_effect( def, num_bp ).set_intensity( lvl, true );
8824 } else {
8825 add_effect( def, 1_turns, num_bp, lvl );
8826 }
8827 }
8828 if( lvl < 0 ) {
8829 if( has_effect( exc, num_bp ) ) {
8830 get_effect( exc, num_bp ).set_intensity( -lvl, true );
8831 } else {
8832 add_effect( exc, 1_turns, num_bp, -lvl );
8833 }
8834 }
8835}
int vitamin_get(const vitamin_id &vit) const
Check current level of a vitamin.
int set_intensity(int val, bool alert=false)
Sets intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:858
const efftype_id & deficiency() const
Disease effect with increasing intensity proportional to vitamin deficiency.
Definition: vitamin.h:57
const efftype_id & excess() const
Disease effect with increasing intensity proportional to vitamin excess.
Definition: vitamin.h:62
int severity(int qty) const
Get intensity of deficiency or zero if not deficient for specified qty.
Definition: vitamin.cpp:39

References Creature::add_effect(), vitamin::deficiency(), vitamin::excess(), Creature::get_effect(), Creature::has_effect(), Creature::is_npc(), num_bp, string_id< T >::obj(), Creature::remove_effect(), effect::set_intensity(), vitamin::severity(), and vitamin_get().

Referenced by vitamin_mod().

◆ use_amount()

std::list< item > Character::use_amount ( itype_id  it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9631 of file character.cpp.

9633{
9634 std::list<item> ret;
9635 if( weapon.use_amount( it, quantity, ret ) ) {
9636 remove_weapon();
9637 }
9638 for( auto a = worn.begin(); a != worn.end() && quantity > 0; ) {
9639 if( a->use_amount( it, quantity, ret, filter ) ) {
9640 a->on_takeoff( *this );
9641 a = worn.erase( a );
9642 } else {
9643 ++a;
9644 }
9645 }
9646 if( quantity <= 0 ) {
9647 return ret;
9648 }
9649 std::list<item> tmp = inv.use_amount( it, quantity, filter );
9650 ret.splice( ret.end(), tmp );
9651 return ret;
9652}
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: inventory.cpp:853
bool use_amount(const itype_id &it, int &quantity, std::list< item > &used, const std::function< bool(const item &)> &filter=return_true< item >)
Consume a specific amount of items of a specific type.
Definition: item.cpp:8365
constexpr double a
Definition: magic.cpp:1030

References a, inv, remove_weapon(), cata::hash64_detail::ret, item::use_amount(), inventory::use_amount(), weapon, and worn.

Referenced by computer_session::action_srcf_elevator(), iexamine::cardreader(), iexamine::cardreader_robofac(), player::consume_items(), game::find_or_make_stairs(), hack_attempt(), monexamine::mech_hack(), iexamine::pedestal_temple(), activity_handlers::plant_seed_finish(), vehicle::reload_seeds(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), sinkhole_safety_roll(), and npc_trading::transfer_items().

◆ use_charges()

std::list< item > Character::use_charges ( const itype_id what,
int  qty,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9663 of file character.cpp.

9665{
9666 std::list<item> res;
9667
9668 if( qty <= 0 ) {
9669 return res;
9670
9671 } else if( what == itype_toolset ) {
9673 return res;
9674
9675 } else if( what == itype_fire ) {
9676 use_fire( qty );
9677 return res;
9678
9679 } else if( what == itype_bio_armor ) {
9680 float mod_qty = 0;
9681 float efficiency = 1;
9682 for( const bionic &bio : *my_bionics ) {
9683 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9684 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9685 }
9686 }
9687 if( efficiency == 1 ) {
9688 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9689 }
9690 mod_qty = qty / efficiency;
9692 return res;
9693
9694 } else if( what == itype_UPS ) {
9695 if( is_mounted() && mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) &&
9696 mounted_creature.get()->battery_item ) {
9697 auto mons = mounted_creature.get();
9698 int power_drain = std::min( mons->battery_item->ammo_remaining(), qty );
9699 mons->use_mech_power( -power_drain );
9700 qty -= std::min( qty, power_drain );
9701 return res;
9702 }
9703 if( has_power() && has_active_bionic( bio_ups ) ) {
9704 int bio = std::min( units::to_kilojoule( get_power_level() ), qty );
9706 qty -= std::min( qty, bio );
9707 }
9708
9709 int adv = charges_of( itype_adv_UPS_off, static_cast<int>( std::ceil( qty * 0.6 ) ) );
9710 if( adv > 0 ) {
9711 std::list<item> found = use_charges( itype_adv_UPS_off, adv );
9712 res.splice( res.end(), found );
9713 qty -= std::min( qty, static_cast<int>( adv / 0.6 ) );
9714 }
9715
9716 int ups = charges_of( itype_UPS_off, qty );
9717 if( ups > 0 ) {
9718 std::list<item> found = use_charges( itype_UPS_off, ups );
9719 res.splice( res.end(), found );
9720 qty -= std::min( qty, ups );
9721 }
9722 return res;
9723
9724 }
9725
9726 std::vector<item *> del;
9727
9728 bool has_tool_with_UPS = false;
9729 visit_items( [this, &what, &qty, &res, &del, &has_tool_with_UPS, &filter]( item * e ) {
9730 if( e->use_charges( what, qty, res, pos(), filter ) ) {
9731 del.push_back( e );
9732 }
9733 if( filter( *e ) && e->typeId() == what && e->has_flag( flag_USE_UPS ) ) {
9734 has_tool_with_UPS = true;
9735 }
9736 return qty > 0 ? VisitResponse::SKIP : VisitResponse::ABORT;
9737 } );
9738
9739 for( auto e : del ) {
9740 remove_item( *e );
9741 }
9742
9743 if( has_tool_with_UPS ) {
9744 use_charges( itype_UPS, qty );
9745 }
9746
9747 return res;
9748}
static const itype_id itype_toolset("toolset")
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const bionic_id bio_ups("bio_ups")
static const itype_id itype_UPS_off("UPS_off")
void use_fire(int quantity)
Definition: character.cpp:9814
bool use_charges(const itype_id &what, int &qty, std::list< item > &used, const tripoint &pos, const std::function< bool(const item &)> &filter=return_true< item >)
Consumes specified charges (or fewer) from this and any contained items.
Definition: item.cpp:8485

References ABORT, bio_ups, visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, flag_USE_UPS(), units::from_kilojoule(), get_power_level(), has_active_bionic(), item::has_flag(), has_power(), is_mounted(), itype_adv_UPS_off, itype_bio_armor, itype_fire, itype_toolset, itype_UPS, itype_UPS_off, MF_RIDEABLE_MECH, mod_power_level(), mounted_creature, my_bionics, pos(), visitable< Character >::remove_item(), SKIP, units::to_kilojoule(), item::typeId(), item::use_charges(), use_charges(), use_fire(), and visitable< Character >::visit_items().

Referenced by iexamine::arcfurnace_empty(), consume_charges(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), player::eat(), iuse::ecig(), iexamine::fertilize_plant(), player::fire_gun(), iexamine::fireplace(), iexamine::fvat_empty(), activity_handlers::gunmod_add_finish(), hack_attempt(), iexamine::keg(), iexamine::kiln_empty(), monexamine::pay_bot(), iexamine::pay_gas(), activity_handlers::plant_seed_finish(), player::process_items(), iexamine::reload_furniture(), vehicle::reload_seeds(), talk_effect_fun_t::set_bulk_trade_accept(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), npc_trading::transfer_items(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), place_monster_iuse::use(), cauterize_actor::use(), use_charges(), use_charges_if_avail(), use_fire(), and iexamine::vending().

◆ use_charges_if_avail()

bool Character::use_charges_if_avail ( const itype_id it,
int  quantity 
)

Definition at line 9654 of file character.cpp.

9655{
9656 if( has_charges( it, quantity ) ) {
9657 use_charges( it, quantity );
9658 return true;
9659 }
9660 return false;
9661}

References has_charges(), and use_charges().

Referenced by iuse::arrow_flammable(), iuse::firecracker(), activity_handlers::game_do_turn(), iuse::meth(), iuse::note_bionics(), item::process_tool(), item::reload(), iuse::smoking(), suffer_from_asthma(), and iuse_transform::use().

◆ use_fire()

void Character::use_fire ( int  quantity)

Definition at line 9814 of file character.cpp.

9815{
9816 //Okay, so checks for nearby fires first,
9817 //then held lit torch or candle, bionic tool/lighter/laser
9818 //tries to use 1 charge of lighters, matches, flame throwers
9819 //If there is enough power, will use power of one activation of the bio_lighter, bio_tools and bio_laser
9820 // (home made, military), hotplate, welder in that order.
9821 // bio_lighter, bio_laser, bio_tools, has_active_bionic("bio_tools"
9822
9823 if( get_map().has_nearby_fire( pos() ) ) {
9824 return;
9825 } else if( has_item_with_flag( "FIRE" ) ) {
9826 return;
9827 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9828 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9829 for( auto &i : firestarters ) {
9830 if( has_charges( i->typeId(), quantity ) ) {
9831 use_charges( i->typeId(), quantity );
9832 return;
9833 }
9834 }
9835 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9836 mod_power_level( -quantity * 5_kJ );
9837 return;
9838 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9839 mod_power_level( -quantity * 5_kJ );
9840 return;
9841 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9842 mod_power_level( -quantity * 5_kJ );
9843 return;
9844 }
9845}

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), mod_power_level(), pos(), and use_charges().

Referenced by use_charges().

◆ used_weapon() [1/2]

item & Character::used_weapon ( )

Definition at line 140 of file melee.cpp.

141{
142 return const_cast<item &>( const_cast<const Character *>( this )->used_weapon() );
143}

References used_weapon().

◆ used_weapon() [2/2]

const item & Character::used_weapon ( ) const

Returns a reference to the item which will be used to make attacks.

At the moment it's always weapon or a reference to a null item.

Definition at line 135 of file melee.cpp.

136{
137 return martial_arts_data->selected_force_unarmed() ? null_item_reference() : weapon;
138}

References martial_arts_data, null_item_reference(), and weapon.

Referenced by get_melee_hit_base(), ma_requirements::is_valid_character(), melee_attack(), player::on_dodge(), unarmed_attack(), and used_weapon().

◆ valid_aoe_technique() [1/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique 
)
private

Check if an area-of-effect technique has valid targets.

Definition at line 1218 of file melee.cpp.

1219{
1220 std::vector<Creature *> dummy_targets;
1221 return valid_aoe_technique( t, technique, dummy_targets );
1222}

References valid_aoe_technique().

Referenced by perform_technique(), pick_technique(), and valid_aoe_technique().

◆ valid_aoe_technique() [2/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique,
std::vector< Creature * > &  targets 
)
private

Definition at line 1224 of file melee.cpp.

1226{
1227 if( technique.aoe.empty() ) {
1228 return false;
1229 }
1230
1231 // pre-computed matrix of adjacent squares
1232 std::array<int, 9> offset_a = { {0, -1, -1, 1, 0, -1, 1, 1, 0 } };
1233 std::array<int, 9> offset_b = { {-1, -1, 0, -1, 0, 1, 0, 1, 1 } };
1234
1235 // filter the values to be between -1 and 1 to avoid indexing the array out of bounds
1236 int dy = std::max( -1, std::min( 1, t.posy() - posy() ) );
1237 int dx = std::max( -1, std::min( 1, t.posx() - posx() ) );
1238 int lookup = dy + 1 + 3 * ( dx + 1 );
1239
1240 //wide hits all targets adjacent to the attacker and the target
1241 if( technique.aoe == "wide" ) {
1242 //check if either (or both) of the squares next to our target contain a possible victim
1243 //offsets are a pre-computed matrix allowing us to quickly lookup adjacent squares
1244 tripoint left = pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1245 tripoint right = pos() + tripoint( offset_b[lookup], -offset_a[lookup], 0 );
1246
1247 monster *const mon_l = g->critter_at<monster>( left );
1248 if( mon_l && mon_l->friendly == 0 ) {
1249 targets.push_back( mon_l );
1250 }
1251 monster *const mon_r = g->critter_at<monster>( right );
1252 if( mon_r && mon_r->friendly == 0 ) {
1253 targets.push_back( mon_r );
1254 }
1255
1256 npc *const npc_l = g->critter_at<npc>( left );
1257 npc *const npc_r = g->critter_at<npc>( right );
1258 if( npc_l && npc_l->is_enemy() ) {
1259 targets.push_back( npc_l );
1260 }
1261 if( npc_r && npc_r->is_enemy() ) {
1262 targets.push_back( npc_r );
1263 }
1264 if( !targets.empty() ) {
1265 return true;
1266 }
1267 }
1268
1269 if( technique.aoe == "impale" ) {
1270 // Impale hits the target and a single target behind them
1271 // Check if the square cardinally behind our target, or to the left / right,
1272 // contains a possible target.
1273 tripoint left = t.pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1274 tripoint target_pos = t.pos() + ( t.pos() - pos() );
1275 tripoint right = t.pos() + tripoint( offset_b[lookup], -offset_b[lookup], 0 );
1276
1277 monster *const mon_l = g->critter_at<monster>( left );
1278 monster *const mon_t = g->critter_at<monster>( target_pos );
1279 monster *const mon_r = g->critter_at<monster>( right );
1280 if( mon_l && mon_l->friendly == 0 ) {
1281 targets.push_back( mon_l );
1282 }
1283 if( mon_t && mon_t->friendly == 0 ) {
1284 targets.push_back( mon_t );
1285 }
1286 if( mon_r && mon_r->friendly == 0 ) {
1287 targets.push_back( mon_r );
1288 }
1289
1290 npc *const npc_l = g->critter_at<npc>( left );
1291 npc *const npc_t = g->critter_at<npc>( target_pos );
1292 npc *const npc_r = g->critter_at<npc>( right );
1293 if( npc_l && npc_l->is_enemy() ) {
1294 targets.push_back( npc_l );
1295 }
1296 if( npc_t && npc_t->is_enemy() ) {
1297 targets.push_back( npc_t );
1298 }
1299 if( npc_r && npc_r->is_enemy() ) {
1300 targets.push_back( npc_r );
1301 }
1302 if( !targets.empty() ) {
1303 return true;
1304 }
1305 }
1306
1307 if( targets.empty() && technique.aoe == "spin" ) {
1308 for( const tripoint &tmp : g->m.points_in_radius( pos(), 1 ) ) {
1309 if( tmp == t.pos() ) {
1310 continue;
1311 }
1312 monster *const mon = g->critter_at<monster>( tmp );
1313 if( mon && mon->friendly == 0 ) {
1314 targets.push_back( mon );
1315 }
1316 npc *const np = g->critter_at<npc>( tmp );
1317 if( np && np->is_enemy() ) {
1318 targets.push_back( np );
1319 }
1320 }
1321 //don't trigger circle for fewer than 2 targets
1322 if( targets.size() < 2 ) {
1323 targets.clear();
1324 } else {
1325 return true;
1326 }
1327 }
1328 return false;
1329}
bool is_enemy() const
Definition: npc.cpp:2043

References ma_technique::aoe, monster::friendly, g, npc::is_enemy(), left, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), and right.

◆ visibility()

int Character::visibility ( bool  check_color = false,
int  stillness = 0 
) const

Checks is_invisible() as well as other factors.

Definition at line 6359 of file character.cpp.

6360{
6361 // 0-100 %
6362 if( is_invisible() ) {
6363 return 0;
6364 }
6365 // TODO:
6366 // if ( dark_clothing() && light check ...
6367 int stealth_modifier = std::floor( mutation_value( "stealth_modifier" ) );
6368 return clamp( 100 - stealth_modifier, 40, 160 );
6369}
bool is_invisible() const
Definition: character.cpp:6349

References clamp(), is_invisible(), and mutation_value().

◆ visible_mutations()

std::string Character::visible_mutations ( int  visibility_cap) const

Returns an enumeration of visible mutations with colors.

Definition at line 1753 of file mutation.cpp.

1754{
1755 const std::vector<trait_id> &my_muts = get_mutations();
1756 const std::string trait_str = enumerate_as_string( my_muts.begin(), my_muts.end(),
1757 [visibility_cap ]( const trait_id & pr ) -> std::string {
1758 const auto &mut_branch = pr.obj();
1759 // Finally some use for visibility trait of mutations
1760 if( mut_branch.visibility > 0 && mut_branch.visibility >= visibility_cap )
1761 {
1762 return colorize( mut_branch.name(), mut_branch.get_display_color() );
1763 }
1764
1765 return std::string();
1766 } );
1767 return trait_str;
1768}

References enumerate_as_string(), and get_mutations().

Referenced by npc::print_info(), and short_description_parts().

◆ vitamin_get()

int Character::vitamin_get ( const vitamin_id vit) const

Check current level of a vitamin.

Accesses level of a given vitamin. If the vitamin_id specified does not exist then this function simply returns 0.

Parameters
vitID of vitamin to check level for.
Returns
current level for specified vitamin

Definition at line 573 of file consumption.cpp.

574{
575 if( get_option<bool>( "NO_VITAMINS" ) && vit->type() == vitamin_type::VITAMIN ) {
576 return 0;
577 }
578
579 const auto &v = vitamin_levels.find( vit );
580 return v != vitamin_levels.end() ? v->second : 0;
581}
const vitamin_type & type() const
Definition: vitamin.h:40
@ VITAMIN
Definition: vitamin.h:19

References vitamin::type(), VITAMIN, and vitamin_levels.

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and update_vitamins().

◆ vitamin_mod()

int Character::vitamin_mod ( const vitamin_id vit,
int  qty,
bool  capped = true 
)

Add or subtract vitamins from character storage pools.

Parameters
vitID of vitamin to modify
qtyamount by which to adjust vitamin (negative values are permitted)
cappedif true prevent vitamins which can accumulate in excess from doing so
Returns
adjusted level for the vitamin or zero if vitamin does not exist

Definition at line 541 of file consumption.cpp.

542{
543 if( !vit.is_valid() ) {
544 debugmsg( "Vitamin with id %s does not exist, and cannot be modified", vit.str() );
545 return 0;
546 }
547 // What's going on here? Emplace returns either an iterator to the inserted
548 // item or, if it already exists, an iterator to the (unchanged) extant item
549 // (Okay, technically it returns a pair<iterator, bool>, the iterator is what we want)
550 auto it = vitamin_levels.emplace( vit, 0 ).first;
551 const vitamin &v = *it->first;
552
553 if( qty > 0 ) {
554 // Accumulations can never occur from food sources
555 it->second = std::min( it->second + qty, capped ? 0 : v.max() );
556 update_vitamins( vit );
557
558 } else if( qty < 0 ) {
559 it->second = std::max( it->second + qty, v.min() );
560 update_vitamins( vit );
561 }
562
563 return it->second;
564}
void update_vitamins(const vitamin_id &vit)
Set vitamin deficiency/excess disease states dependent upon current vitamin levels.
Definition: character.cpp:8805
int max() const
Upper bound for any accumulation of this vitamin.
Definition: vitamin.h:72
int min() const
Lower bound for deficiency of this vitamin.
Definition: vitamin.h:67

References debugmsg, string_id< T >::is_valid(), vitamin::max(), vitamin::min(), string_id< T >::str(), update_vitamins(), and vitamin_levels.

Referenced by eff_fun_bleed(), rooted(), suffer_from_other_mutations(), suffer_in_sunlight(), update_body(), consume_drug_iuse::use(), vitamin_set(), and vitamins_mod().

◆ vitamin_rate()

time_duration Character::vitamin_rate ( const vitamin_id vit) const

Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.

Definition at line 526 of file consumption.cpp.

527{
528 time_duration res = vit.obj().rate();
529
530 for( const auto &m : get_mutations() ) {
531 const auto &mut = m.obj();
532 auto iter = mut.vitamin_rates.find( vit );
533 if( iter != mut.vitamin_rates.end() ) {
534 res += iter->second;
535 }
536 }
537
538 return res;
539}
time_duration rate() const
Usage rate of vitamin (time to consume unit) Lower bound is zero whereby vitamin is not required (but...
Definition: vitamin.h:80

References get_mutations(), string_id< T >::obj(), and vitamin::rate().

Referenced by item::food_info(), update_body(), and consume_drug_iuse::use().

◆ vitamin_set()

bool Character::vitamin_set ( const vitamin_id vit,
int  qty 
)

Sets level of a vitamin or returns false if id given in vit does not exist.

Note
status effects are still set for deficiency/excess
Parameters
[in]vitID of vitamin to adjust quantity for
[in]qtyQuantity to set level to
Returns
false if given vitamin_id does not exist, otherwise true

Definition at line 583 of file consumption.cpp.

584{
585 auto v = vitamin_levels.find( vit );
586 if( v == vitamin_levels.end() ) {
587 return false;
588 }
589 vitamin_mod( vit, qty - v->second, false );
590
591 return true;
592}

References vitamin_levels, and vitamin_mod().

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and eff_fun_toxin_buildup().

◆ vitamins_mod()

void Character::vitamins_mod ( const std::map< vitamin_id, int > &  vitamins,
bool  capped = true 
)

Definition at line 566 of file consumption.cpp.

567{
568 for( auto vit : vitamins ) {
569 vitamin_mod( vit.first, vit.second, capped );
570 }
571}

References vitamin_mod().

Referenced by update_stomach().

◆ volume_capacity()

◆ volume_capacity_reduced_by()

units::volume Character::volume_capacity_reduced_by ( const units::volume mod,
const excluded_stacks without = {} 
) const

Definition at line 2856 of file character.cpp.

2858{
2860 return units::volume_max;
2861 }
2862
2864 for( const auto &i : worn ) {
2865 if( !without.count( &i ) ) {
2866 ret += i.get_storage();
2867 }
2868 }
2869 if( has_bionic( bio_storage ) ) {
2870 ret += 2_liter;
2871 }
2872 if( has_trait( trait_SHELL ) ) {
2873 ret += 4_liter;
2874 }
2876 ret += 6_liter;
2877 }
2878 if( has_trait( trait_PACKMULE ) ) {
2879 ret = ret * 1.4;
2880 }
2881 if( has_trait( trait_DISORGANIZED ) ) {
2882 ret = ret * 0.6;
2883 }
2884 return std::max( ret, 0_ml );
2885}
static const trait_id trait_SHELL("SHELL")
static const trait_id trait_DISORGANIZED("DISORGANIZED")
static const trait_id trait_PACKMULE("PACKMULE")
static const bionic_id bio_storage("bio_storage")
const volume volume_max
Definition: units_volume.h:21

References bio_storage, has_active_mutation(), has_bionic(), has_trait(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, trait_DISORGANIZED, trait_PACKMULE, trait_SHELL, trait_SHELL2, units::volume_max, and worn.

Referenced by inventory_drop_selector::get_raw_stats(), pickup::reorder_for_dropping(), player::takeoff(), and volume_capacity().

◆ volume_carried()

◆ volume_carried_reduced_by()

units::volume Character::volume_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2798 of file character.cpp.

2799{
2800 if( without.empty() ) {
2801 return inv.volume();
2802 } else {
2803 return inv.volume_without( without );
2804 }
2805}
units::volume volume_without(const excluded_stacks &without) const
Definition: inventory.cpp:1069

References inv, inventory::volume(), and inventory::volume_without().

Referenced by inventory_drop_selector::get_raw_stats().

◆ vomit()

void Character::vomit ( )

Handles Character vomiting effects.

Definition at line 7794 of file character.cpp.

7795{
7796 g->events().send<event_type::throws_up>( getID() );
7797
7798 map &here = get_map();
7799 if( get_effect_int( effect_fungus ) >= 3 ) {
7800 add_msg_player_or_npc( m_bad, _( "You vomit thousands of live spores!" ),
7801 _( "<npcname> vomits thousands of live spores!" ) );
7802 fungal_effects( *g, here ).fungalize( pos(), this );
7803 } else if( stomach.get_calories() > 0 || get_thirst() < 0 ) {
7804 add_msg_player_or_npc( m_bad, _( "You throw up heavily!" ), _( "<npcname> throws up heavily!" ) );
7805 here.add_field( adjacent_tile(), fd_bile, 1 );
7806 } else {
7807 return;
7808 }
7809
7810 if( !has_effect( effect_nausea ) ) { // Prevents never-ending nausea
7811 const effect dummy_nausea( &effect_nausea.obj(), 0_turns, bodypart_str_id::NULL_ID(), 1,
7813 add_effect( effect_nausea, std::max( dummy_nausea.get_max_duration() *
7814 stomach.get_calories() / 100, dummy_nausea.get_int_dur_factor() ) );
7815 }
7816
7817 stomach.empty();
7818 set_thirst( std::max( 0, get_thirst() ) );
7820 if( get_healthy_mod() > 0 ) {
7821 set_healthy_mod( 0 );
7822 }
7823
7824 moves -= 100;
7825 // get_effect is more correct than has_effect because of body parts
7826 effect &eff_foodpoison = get_effect( effect_foodpoison );
7827 if( eff_foodpoison ) {
7828 eff_foodpoison.mod_duration( -30_minutes );
7829 }
7830 effect &eff_drunk = get_effect( effect_drunk );
7831 if( eff_drunk ) {
7832 eff_drunk.mod_duration( rng( -10_minutes, -50_minutes ) );
7833 }
7837 // Don't wake up when just retching
7838 wake_up();
7839}
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_bloated("bloated")
static const efftype_id effect_foodpoison("foodpoison")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_pkill3("pkill3")
tripoint adjacent_tile() const
Returns an unoccupied, safe adjacent point.
Definition: character.cpp:7842
void fungalize(const tripoint &p, Creature *origin=nullptr, double spore_chance=0.0)
field_type_id fd_bile
Definition: field_type.cpp:337

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), adjacent_tile(), effect_bloated, effect_drunk, effect_foodpoison, effect_fungus, effect_nausea, effect_pkill1, effect_pkill2, effect_pkill3, stomach_contents::empty(), fd_bile, fungal_effects::fungalize(), g, stomach_contents::get_calories(), Creature::get_effect(), Creature::get_effect_int(), get_healthy_mod(), effect::get_int_dur_factor(), get_map(), effect::get_max_duration(), get_thirst(), getID(), Creature::has_effect(), m_bad, effect::mod_duration(), Creature::moves, string_id< body_part_type >::NULL_ID(), string_id< T >::obj(), pos(), Creature::remove_effect(), rng(), set_healthy_mod(), set_thirst(), stomach, throws_up, calendar::turn, and wake_up().

Referenced by activate_mutation(), addict_effect(), iuse::artifact(), iuse::blech(), iuse::dig(), player::eat(), eff_fun_hallu(), eff_fun_hot(), eff_fun_rat(), player::hardcoded_effects(), marloss_common(), iuse::mycus(), player::process_effects_internal(), player::process_one_effect(), iuse::sewage(), suffer_from_radiation(), suffer_while_awake(), try_reject_mutagen(), avatar::vomit(), and spell_effect::vomit().

◆ wait_effects()

void Character::wait_effects ( )

Definition at line 1586 of file character.cpp.

1587{
1588 if( has_effect( effect_downed ) ) {
1589 try_remove_downed( *this );
1590 return;
1591 }
1592 if( has_effect( effect_beartrap ) ) {
1593 try_remove_bear_trap( *this );
1594 return;
1595 }
1596 if( has_effect( effect_lightsnare ) ) {
1597 try_remove_lightsnare( *this );
1598 return;
1599 }
1600 if( has_effect( effect_heavysnare ) ) {
1601 try_remove_heavysnare( *this );
1602 return;
1603 }
1604 if( has_effect( effect_webbed ) ) {
1605 try_remove_webs( *this );
1606 return;
1607 }
1608 if( has_effect( effect_grabbed ) ) {
1609 try_remove_grab( *this );
1610 return;
1611 }
1612}

References effect_beartrap, effect_downed, effect_grabbed, effect_heavysnare, effect_lightsnare, effect_webbed, Creature::has_effect(), try_remove_bear_trap(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

◆ wake_up()

void Character::wake_up ( )

Removes "sleep" and "lying_down".

Definition at line 7673 of file character.cpp.

7674{
7678 if( has_effect( effect_sleep ) ) {
7679 g->events().send<event_type::character_wakes_up>( getID() );
7681 // Wake up might be called more than once per turn, but we only need to recalc after removing sleep
7683 }
7684}
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static const efftype_id effect_alarm_clock("alarm_clock")
@ character_wakes_up

References character_wakes_up, effect_alarm_clock, effect_lying_down, effect_sleep, effect_slept_through_alarm, g, getID(), Creature::has_effect(), recalc_sight_limits(), and Creature::remove_effect().

Referenced by player::hardcoded_effects(), on_hurt(), sounds::process_sound_markers(), react_to_felt_pain(), Creature::remove_effect(), suffer_from_asthma(), suffer_from_sunburn(), update_bodytemp(), vomit(), and avatar::wake_up().

◆ warmth()

std::map< bodypart_id, int > Character::warmth ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns warmth provided by armor, etc.

Definition at line 9377 of file character.cpp.

9379{
9380 std::map<bodypart_id, int> ret;
9381 for( const bodypart_id &bp : get_all_body_parts() ) {
9382 ret.emplace( bp, 0 );
9383 }
9384
9385 for( const std::pair<const bodypart_id, std::vector<const item *>> &on_bp : clothing_map ) {
9386 const bodypart_id &bp = on_bp.first;
9387 for( const item *it : on_bp.second ) {
9388 double warmth = it->get_warmth();
9389 // Warmth reduced linearly with wetness
9390 const auto &materials = it->made_of();
9391 float max_wet_resistance = std::accumulate( materials.begin(), materials.end(), 0.0f,
9392 []( float best, const material_id & mat ) {
9393 return std::max( best, mat->warmth_when_wet() );
9394 } );
9395 float wet_mult = 1.0f - max_wet_resistance * body_wetness[bp->token] / drench_capacity[bp->token];
9396 ret[bp] += warmth * wet_mult;
9397 }
9398 ret[bp] += get_effect_int( effect_heating_bionic, bp->token );
9399 }
9400 return ret;
9401}
static const efftype_id effect_heating_bionic("heating_bionic")
int get_warmth() const
Returns the warmth value that this item has when worn.
Definition: item.cpp:5798

References body_wetness, drench_capacity, effect_heating_bionic, Creature::get_all_body_parts(), Creature::get_effect_int(), item::get_warmth(), item::made_of(), and cata::hash64_detail::ret.

Referenced by weather_effect::wet_player().

◆ wear_item()

cata::optional< std::list< item >::iterator > Character::wear_item ( const item to_wear,
bool  interactive = true 
)

Wear item; returns nullopt on fail, or pointer to newly worn item on success.

If interactive is false, don't alert the player or drain moves on completion.

Definition at line 2181 of file character.cpp.

2183{
2184 const auto ret = can_wear( to_wear );
2185 if( !ret.success() ) {
2186 if( interactive ) {
2187 add_msg_if_player( m_info, "%s", ret.c_str() );
2188 }
2189 return cata::nullopt;
2190 }
2191
2192 const bool was_deaf = is_deaf();
2193 const bool supertinymouse = get_size() == MS_TINY;
2194 last_item = to_wear.typeId();
2195
2196 std::list<item>::iterator position = position_to_wear_new_item( to_wear );
2197 std::list<item>::iterator new_item_it = worn.insert( position, to_wear );
2198
2199 if( interactive ) {
2201 _( "You put on your %s." ),
2202 _( "<npcname> puts on their %s." ),
2203 to_wear.tname() );
2204 moves -= item_wear_cost( to_wear );
2205
2206 for( const body_part bp : all_body_parts ) {
2207 if( to_wear.covers( bp ) && encumb( bp ) >= 40 ) {
2209 bp == bp_eyes ?
2210 _( "Your %s are very encumbered! %s" ) : _( "Your %s is very encumbered! %s" ),
2211 body_part_name( bp ), encumb_text( bp ) );
2212 }
2213 }
2214 if( !was_deaf && is_deaf() ) {
2215 add_msg_if_player( m_info, _( "You're deafened!" ) );
2216 }
2217 if( supertinymouse && !to_wear.has_flag( flag_UNDERSIZE ) ) {
2219 _( "This %s is too big to wear comfortably! Maybe it could be refitted." ),
2220 to_wear.tname() );
2221 } else if( !supertinymouse && to_wear.has_flag( flag_UNDERSIZE ) ) {
2223 _( "This %s is too small to wear comfortably! Maybe it could be refitted." ),
2224 to_wear.tname() );
2225 }
2226 } else {
2227 add_msg_if_npc( _( "<npcname> puts on their %s." ), to_wear.tname() );
2228 }
2229
2230 new_item_it->on_wear( *this );
2231
2232 inv.update_invlet( *new_item_it );
2233 inv.update_cache_with_item( *new_item_it );
2234
2237
2238 return new_item_it;
2239}
std::string encumb_text(body_part bp)
Returns the matching encumbrance text for a given body_part token.
Definition: bodypart.cpp:358
static const std::string flag_UNDERSIZE("UNDERSIZE")
void update_invlet(item &it, bool assign_invlet=true)
Definition: inventory.cpp:1215
void update_cache_with_item(item &newit)
Definition: inventory.cpp:253

References _, Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), all_body_parts, body_part_name(), bp_eyes, can_wear(), item::covers(), encumb(), encumb_text(), flag_UNDERSIZE(), get_size(), item::has_flag(), inv, is_deaf(), item_wear_cost(), last_item, m_info, m_warning, Creature::moves, MS_TINY, cata::nullopt, position, position_to_wear_new_item(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::typeId(), inventory::update_cache_with_item(), inventory::update_invlet(), and worn.

Referenced by activity_on_turn_wear(), iexamine::autodoc(), avatar::create(), dispose_item(), pick_one_up(), spell_effect::spawn_ethereal_item(), standard_npc::standard_npc(), npc::stow_item(), player::use(), player::wear(), and npc::wear_if_wanted().

◆ wearing_something_on()

bool Character::wearing_something_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body part.

Definition at line 8864 of file character.cpp.

8865{
8866 for( auto &i : worn ) {
8867 if( i.covers( bp->token ) ) {
8868 return true;
8869 }
8870 }
8871 return false;
8872}

References worn.

Referenced by armwear_factor(), can_drink_nectar(), can_wear(), iexamine::chainfence(), footwear_factor(), player::on_hit(), player::reset_stats(), suffer_from_sunburn(), and suffer_in_sunlight().

◆ weight_capacity()

units::mass Character::weight_capacity ( ) const
overridevirtual
Strength increases carrying capacity

Reimplemented from Creature.

Definition at line 2807 of file character.cpp.

2808{
2810 // Infinite enough
2811 return units::mass_max;
2812 }
2813 // Get base capacity from creature,
2814 // then apply player-only mutation and trait effects.
2816 /** @EFFECT_STR increases carrying capacity */
2817 ret += get_str() * 4_kilogram;
2818 ret *= mutation_value( "weight_capacity_modifier" );
2819
2820 units::mass worn_weight_bonus = 0_gram;
2821 for( const item &it : worn ) {
2822 ret *= it.get_weight_capacity_modifier();
2823 worn_weight_bonus += it.get_weight_capacity_bonus();
2824 }
2825
2826 units::mass bio_weight_bonus = 0_gram;
2827 for( const bionic_id &bid : get_bionics() ) {
2828 ret *= bid->weight_capacity_modifier;
2829 bio_weight_bonus += bid->weight_capacity_bonus;
2830 }
2831
2832 ret += bio_weight_bonus + worn_weight_bonus;
2833
2835 ret += 22500_gram;
2836 }
2837
2838 if( ret < 0_gram ) {
2839 ret = 0_gram;
2840 }
2841 if( is_mounted() ) {
2842 auto *mons = mounted_creature.get();
2843 // the mech has an effective strength for other purposes, like hitting.
2844 // but for lifting, its effective strength is even higher, due to its sturdy construction, leverage,
2845 // and being built entirely for that purpose with hydraulics etc.
2846 ret = mons->mech_str_addition() == 0 ? ret : ( mons->mech_str_addition() + 10 ) * 4_kilogram;
2847 }
2848 return ret;
2849}
virtual units::mass weight_capacity() const
Definition: creature.cpp:1774
@ AEP_CARRY_MORE
Definition: enums.h:118

References AEP_CARRY_MORE, get_bionics(), get_str(), has_artifact_with(), has_trait(), is_mounted(), units::mass_max, mounted_creature, mutation_value(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, Creature::weight_capacity(), and worn.

Referenced by activate_bionic(), are_requirements_nearby(), burn_move_stamina(), can_pick_weight(), carry_weight_string(), pickup::cost_to_move_item(), overmap_ui::display(), pickup::do_pickup(), draw_speed_tab(), draw_stats_info(), draw_weightvolume_labels(), npc::drop_items(), fetch_activity(), find_best_bench(), npc::find_item(), inventory_selector::get_raw_stats(), inventory_drop_selector::get_raw_stats(), iexamine::ledge(), npc_pickup_from_stack(), trading_window::perform_trade(), player::recalc_speed_bonus(), set_stats(), suffer_while_awake(), and weight_carried_reduced_by().

◆ weight_carried()

◆ weight_carried_reduced_by()

units::mass Character::weight_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2750 of file character.cpp.

2751{
2752 const std::map<const item *, int> empty;
2753
2754 // Worn items
2755 units::mass ret = 0_gram;
2756 for( auto &i : worn ) {
2757 if( !without.count( &i ) ) {
2758 ret += i.weight();
2759 }
2760 }
2761
2762 // Items in inventory
2763 ret += inv.weight_without( without );
2764
2765 // Wielded item
2766 units::mass weaponweight = 0_gram;
2767 auto weapon_it = without.find( &weapon );
2768 if( weapon_it == without.end() ) {
2769 weaponweight = weapon.weight();
2770 } else {
2771 int subtract_count = ( *weapon_it ).second;
2772 if( weapon.count_by_charges() ) {
2773 item copy = weapon;
2774 copy.charges -= subtract_count;
2775 if( copy.charges < 0 ) {
2776 debugmsg( "Trying to remove more charges than the wielded item has" );
2777 copy.charges = 0;
2778 }
2779 weaponweight = copy.weight();
2780 } else if( subtract_count > 1 ) {
2781 debugmsg( "Trying to remove more than one wielded item" );
2782 }
2783 }
2784 // Exclude wielded item if using lifting tool
2785 if( weaponweight + ret > weight_capacity() ) {
2786 const float liftrequirement = std::ceil( units::to_gram<float>( weaponweight ) /
2787 units::to_gram<float>( TOOL_LIFT_FACTOR ) );
2788 if( g->new_game || best_nearby_lifting_assist() < liftrequirement ) {
2789 ret += weaponweight;
2790 }
2791 } else {
2792 ret += weaponweight;
2793 }
2794
2795 return ret;
2796}
units::mass weight_without(const excluded_stacks &without) const
Definition: inventory.cpp:1040
#define TOOL_LIFT_FACTOR

References best_nearby_lifting_assist(), item::charges, item::count_by_charges(), debugmsg, g, inv, cata::hash64_detail::ret, TOOL_LIFT_FACTOR, weapon, item::weight(), weight_capacity(), inventory::weight_without(), and worn.

Referenced by inventory_drop_selector::get_raw_stats(), and weight_carried().

◆ wield()

virtual bool Character::wield ( item target)
pure virtual

Removes currently wielded item (if any) and replaces it with the target item.

Parameters
targetreplacement item to wield or null item to remove existing weapon without replacing it
Returns
whether both removal and replacement were successful (they are performed atomically)

Implemented in npc, and avatar.

Referenced by player::disarm(), handle_melee_wear(), mount_creature(), perform_technique(), pick_one_up(), and mattack::riotbot().

◆ will_eat()

ret_val< edible_rating > Character::will_eat ( const item food,
bool  interactive = false 
) const

Same as can_eat, but takes consequences into account.

Asks about them if

Parameters
interactiveis true, refuses otherwise.

Definition at line 725 of file consumption.cpp.

726{
727 const auto ret = can_eat( food );
728 if( !ret.success() ) {
729 if( interactive ) {
730 add_msg_if_player( m_info, "%s", ret.c_str() );
731 }
732 return ret;
733 }
734
735 std::vector<ret_val<edible_rating>> consequences;
736 const auto add_consequence = [&consequences]( const std::string & msg, edible_rating code ) {
737 consequences.emplace_back( ret_val<edible_rating>::make_failure( code, msg ) );
738 };
739
740 const bool saprophage = has_trait( trait_SAPROPHAGE );
741 const auto &comest = food.get_comestible();
742
743 if( food.rotten() ) {
744 const bool saprovore = has_trait( trait_SAPROVORE );
745 if( !saprophage && !saprovore && !has_bionic( bio_digestion ) ) {
746 add_consequence( _( "This is rotten and smells awful!" ), edible_rating::rotten );
747 }
748 }
749
750 const bool carnivore = has_trait( trait_CARNIVORE );
751 if( food.has_flag( flag_CANNIBALISM ) && !has_trait_flag( "CANNIBAL" ) ) {
752 add_consequence( _( "The thought of eating human flesh makes you feel sick." ),
754 }
755
756 const bool edible = comest->comesttype == comesttype_FOOD || food.has_flag( flag_USE_EAT_VERB );
757
758 int food_kcal = compute_effective_nutrients( food ).kcal;
759 if( food_kcal > 0 && has_effect( effect_nausea ) ) {
760 add_consequence( _( "You still feel nauseous and will probably puke it all up again." ),
762 }
763
764 if( ( food_kcal > 0 || comest->quench > 0 ) && has_effect( effect_bloated )
765 && !food.has_flag( flag_NO_BLOAT ) ) {
766 add_consequence( _( "You're full and will vomit if you try to consume anything." ),
768 }
769
770 if( ( allergy_type( food ) != MORALE_NULL ) || ( carnivore && food.has_flag( flag_ALLERGEN_JUNK ) &&
771 !food.has_flag( flag_CARNIVORE_OK ) ) ) {
772 add_consequence( _( "Your stomach won't be happy (allergy)." ), edible_rating::allergy );
773 }
774
775 if( saprophage && edible && food.rotten() && !food.has_flag( flag_FERTILIZER ) ) {
776 // Note: We're allowing all non-solid "food". This includes drugs
777 // Hard-coding fertilizer for now - should be a separate flag later
778 //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person.
779 //~ Semantic difference, but greatly facilitates people being proud of their character.
780 add_consequence( _( "Your stomach won't be happy (not rotten enough)." ),
782 }
783
784 if( !food.has_infinite_charges() &&
785 ( ( food_kcal > 0 &&
786 get_stored_kcal() + stomach.get_calories() + food_kcal
787 > max_stored_kcal() ) ||
788 ( comest->quench > 0 && get_thirst() < comest->quench ) ) ) {
789 add_consequence( _( "You're full already and the excess food will be wasted." ),
791 }
792
793 if( !consequences.empty() ) {
794 if( !interactive ) {
795 return consequences.front();
796 }
797 std::string req;
798 for( const auto &elem : consequences ) {
799 req += elem.str() + "\n";
800 }
801
802 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
803 std::string food_tname = food.tname();
804 const nc_color food_color = food.color_in_inventory();
805 if( eat_verb || comest->comesttype == comesttype_FOOD ) {
806 req += string_format( _( "Eat your %s anyway?" ), colorize( food_tname, food_color ) );
807 } else if( !eat_verb && comest->comesttype == comesttype_DRINK ) {
808 req += string_format( _( "Drink your %s anyway?" ), colorize( food_tname, food_color ) );
809 } else {
810 req += string_format( _( "Consume your %s anyway?" ), colorize( food_tname, food_color ) );
811 }
812
813 if( !query_yn( req ) ) {
814 return consequences.front();
815 }
816 }
817 // All checks ended, it's edible (or we're pretending it is)
819}
edible_rating
Definition: character.h:157
bool has_infinite_charges() const
Definition: item.cpp:9828
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4048
The class represents a composite return value of an arbitrary function (result).
Definition: ret_val.h:21
static const std::string flag_FERTILIZER("FERTILIZER")
static const efftype_id effect_nausea("nausea")

References _, Creature::add_msg_if_player(), allergy, allergy_type(), allergy_weak, bio_digestion, bloated, can_eat(), cannibalism, item::color_in_inventory(), colorize(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), edible, effect_bloated, effect_nausea, flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_FERTILIZER(), flag_NO_BLOAT(), flag_USE_EAT_VERB(), stomach_contents::get_calories(), item::get_comestible(), get_stored_kcal(), get_thirst(), has_bionic(), Creature::has_effect(), item::has_flag(), item::has_infinite_charges(), has_trait(), has_trait_flag(), nutrients::kcal, m_info, ret_val< T >::make_success(), max_stored_kcal(), MORALE_NULL, nausea, query_yn(), cata::hash64_detail::ret, rotten, item::rotten(), stomach, string_format(), item::tname(), too_full, trait_CARNIVORE, trait_SAPROPHAGE, and trait_SAPROVORE.

Referenced by item::color_in_inventory(), npc::consume_food(), player::eat(), find_auto_consume(), examine_item_menu::rate_action_eat(), and npc::value().

◆ worn_position_to_index()

static int Character::worn_position_to_index ( int  position)
inlinestatic

Definition at line 1077 of file character.h.

1077 {
1078 return -2 - position;
1079 }

References position.

Referenced by advanced_inventory::action_examine(), get_item_position(), i_at(), i_rem(), and avatar_action::wield().

◆ worn_with_flag()

Member Data Documentation

◆ _skills

◆ activity

player_activity Character::activity

Definition at line 1516 of file character.h.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), assign_stashed_activity(), iexamine::autodoc(), activity_handlers::build_do_turn(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), player::calc_focus_equilibrium(), cancel_activity(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), check_outbounds_activity(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), veh_interact::complete_vehicle(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), npc::do_player_activity(), npc::do_pulp(), avatar::do_read(), game::do_turn(), player_activity::do_turn(), pickup_activity_actor::do_turn(), npc::drop(), eff_fun_bleed(), fall_asleep(), fetch_activity(), iuse::fill_pit(), activity_handlers::find_mount_do_turn(), npc::finish_read(), iuse::fishing_rod(), forced_dismount(), game::forced_door_closing(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), player_activity::get_progress_message(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hand_crank(), game::handle_key_blocking_activity(), player::hardcoded_effects(), has_activity(), npc::has_player_activity(), in_sleep_state(), install_bionics(), vehicle::interact_with(), inv_internal(), iuse::jackhammer(), load(), npc::load(), iuse::makemound(), monexamine::milk_source(), mine_activity(), npc::move(), map::move_vehicle(), npc::on_load(), iuse::oxytorch(), perform_zone_activity_turn(), iuse::pickaxe(), game::place_player(), monexamine::play_with(), iuse::portable_game(), game::process_activity(), sounds::process_sound_markers(), player::process_turn(), game::process_voluntary_act_interrupt(), avatar::read(), npc::reboot(), avatar_action::reload(), DefaultRemovePartHandler::removed(), activity_handlers::repair_item_finish(), resume_backlog_activity(), npc::revert_after_activity(), iexamine::rubble(), iexamine::safe(), conditional_t< T >::set_has_activity(), npc::set_mission(), monexamine::shear_animal(), iexamine::shrub_wildveggies(), smash(), player::start_craft(), store(), npc::talk_to_u(), player::toolmod_add(), iexamine::trap(), try_start_hacking(), uninstall_bionic(), update_needs(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), heal_actor::use_healing_item(), vehicle_activity(), and iuse::vibe().

◆ activity_vehicle_part_index

◆ addictions

◆ ammo_location

item_location Character::ammo_location

Definition at line 1541 of file character.h.

Referenced by player::load(), and player::store().

◆ auto_move_route

std::vector<tripoint> Character::auto_move_route
private

◆ autolearn_skills_stamp

pimpl<SkillLevelMap> Character::autolearn_skills_stamp
mutableprotected

Stamp of character skills.

learned_recipes are valid only with this set of skills.

Definition at line 2099 of file character.h.

Referenced by get_learned_recipes(), load(), and store().

◆ backlog

◆ bio_soporific_powered_at_last_sleep_check

bool Character::bio_soporific_powered_at_last_sleep_check = false
protected

Definition at line 2071 of file character.h.

◆ blocks_left

int Character::blocks_left = 0

Definition at line 558 of file character.h.

Referenced by block_hit(), player::player(), and player::process_turn().

◆ body_wetness

◆ cached_crafting_inventory

inventory Character::cached_crafting_inventory
private

Definition at line 2198 of file character.h.

Referenced by crafting_inventory().

◆ cached_info

std::map<std::string, double> Character::cached_info
mutableprotected

◆ cached_moves

int Character::cached_moves = 0
private

Definition at line 2196 of file character.h.

Referenced by crafting_inventory().

◆ cached_mutations

std::vector<const mutation_branch *> Character::cached_mutations
protected

◆ cached_position

tripoint Character::cached_position
private

Definition at line 2197 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ cached_time

time_point Character::cached_time

Definition at line 1544 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ camps

std::set<tripoint_abs_omt> Character::camps

◆ cash

int Character::cash = 0

◆ check_encumbrance

bool Character::check_encumbrance = true
private

◆ consumption_history

pimpl<consumption_history_t> Character::consumption_history

Definition at line 1528 of file character.h.

Referenced by player::eat(), fun_for(), load(), and store().

◆ controlling_vehicle

◆ custom_profession

std::string Character::custom_profession

◆ damage_bandaged

std::array<int, num_hp_parts> Character::damage_bandaged

Definition at line 1508 of file character.h.

Referenced by heal_actor::finish_using(), load(), regen(), and player::store().

◆ damage_disinfected

std::array<int, num_hp_parts> Character::damage_disinfected

Definition at line 1508 of file character.h.

Referenced by iexamine::autodoc(), heal_actor::finish_using(), load(), regen(), and player::store().

◆ death_drops

bool Character::death_drops = true

Definition at line 226 of file character.h.

Referenced by npc::npc(), place_corpse(), and player::player().

◆ destination_activity

player_activity Character::destination_activity
private

◆ destination_point

◆ dex_bonus

int Character::dex_bonus = 0
protected

◆ dex_cur

◆ dex_max

◆ dodges_left

int Character::dodges_left = 0

◆ drench_capacity

std::array<int, num_bp> Character::drench_capacity

◆ enchantment_cache

◆ encumbrance_cache

pimpl<char_encumbrance_data> Character::encumbrance_cache
protected

Definition at line 2069 of file character.h.

Referenced by encumb(), extraEncumbrance(), get_encumbrance(), and reset_encumbrance().

◆ fac_id

◆ faction_api_version

int Character::faction_api_version = 2
protected

◆ fatigue

int Character::fatigue = 0
private

◆ fleshy

const std::vector< material_id > Character::fleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
static

Definition at line 768 of file character.h.

Referenced by made_of(), and made_of_any().

◆ focus_pool

◆ follower_ids

std::set<character_id> Character::follower_ids

Definition at line 1537 of file character.h.

Referenced by player::load(), and player::store().

◆ frostbite_timer

std::array<int, num_bp> Character::frostbite_timer

Definition at line 2210 of file character.h.

Referenced by load(), store(), and update_bodytemp().

◆ hauling

bool Character::hauling = false

Definition at line 1512 of file character.h.

Referenced by is_hauling(), player::player(), start_hauling(), and stop_hauling().

◆ healed_total

std::array<int, num_hp_parts> Character::healed_total

Definition at line 1717 of file character.h.

Referenced by healed_bp(), load(), and store().

◆ healthy

int Character::healthy = 0
protected

How healthy the character is.

Definition at line 2058 of file character.h.

Referenced by get_healthy(), load(), mod_healthy(), set_healthy(), and store().

◆ healthy_mod

int Character::healthy_mod = 0
protected

Definition at line 2059 of file character.h.

Referenced by get_healthy_mod(), load(), mod_healthy_mod(), set_healthy_mod(), and store().

◆ id

◆ in_vehicle

◆ init_age

int Character::init_age = 25
protected

age in years at character creation

Definition at line 2062 of file character.h.

Referenced by age(), base_age(), load(), mod_base_age(), avatar::randomize(), reset_chargen_attributes(), set_base_age(), and store().

◆ init_height

int Character::init_height = 175
protected

height at character creation

Definition at line 2064 of file character.h.

Referenced by base_height(), height(), load(), mod_base_height(), avatar::randomize(), reset_chargen_attributes(), set_base_height(), and store().

◆ int_bonus

int Character::int_bonus = 0
protected

◆ int_cur

◆ int_max

◆ inv

inventory Character::inv

Definition at line 1519 of file character.h.

Referenced by inventory_selector::add_character_items(), advanced_inventory_pane::add_items_from_area(), allocated_invlets(), npc::alt_attack(), autoclave_internal(), autodoc_internal(), behavior::character_oracle_t::can_make_fire(), can_pick_volume(), player::can_start_craft(), iuse_transform::can_use(), behavior::character_oracle_t::can_wear_warmer_clothes(), debug_menu::character_edit_menu(), game_menus::inv::common(), game_menus::inv::compare(), complete_craft(), player::consume(), npc::consume_cbm_items(), npc::consume_food(), convert_to_items(), crafting_inventory(), avatar::create(), npc::decide_needs(), die(), dispose_item(), npc::dispose_item(), drop_invalid_inventory(), npc::drop_items(), findBestGasDiscount(), player::get_artifact_items(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_item_position(), item::get_remaining_capacity_for_liquid(), get_weight(), behavior::character_oracle_t::has_food(), npc::has_painkiller(), behavior::character_oracle_t::has_water(), npc::heal_self(), i_add(), i_add_or_drop(), i_at(), i_rem(), tutorial_game::init(), npc_trading::init_buying(), npc_trading::init_selling(), inv_dump(), inv_internal(), irradiate(), leak_level(), avatar::load(), load(), monster::load(), player::mend_item(), npc::mug_player(), game_menus::inv::multidrop(), iexamine::pay_gas(), pour_into(), player::process_items(), iuse::radiocar(), npc::randomize(), player::reassign_item(), item::reload(), pickup::reorder_for_dropping(), player::select_requirements(), set_item_inventory(), npc::shop_restock(), iuse::smoking(), player::sort_armor(), starting_inv(), avatar::store(), monster::store(), player::store(), game_menus::inv::swap_letters(), avatar_action::swim(), player::takeoff(), player::unwield(), npc::update_worst_item_value(), use_amount(), npc::use_painkiller(), volume_carried(), volume_carried_reduced_by(), wash_items(), player::wear(), wear_item(), weight_carried_reduced_by(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ known_traps

trap_map Character::known_traps
protected

Definition at line 2068 of file character.h.

Referenced by add_known_trap(), knows_trap(), load(), and store().

◆ last_climate_control_ret

bool Character::last_climate_control_ret = false

Definition at line 2215 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ last_item

◆ last_sleep_check

time_point Character::last_sleep_check = calendar::turn_zero
protected

last time we checked for sleep

Definition at line 2073 of file character.h.

Referenced by player::load(), and player::store().

◆ last_target

weak_ptr_fast<Creature> Character::last_target

Definition at line 1538 of file character.h.

Referenced by player::load(), and player::store().

◆ last_target_pos

cata::optional<tripoint> Character::last_target_pos

Definition at line 1539 of file character.h.

Referenced by player::load(), and player::store().

◆ learned_recipes

pimpl<recipe_subset> Character::learned_recipes
mutableprotected

Subset of learned recipes.

Needs to be mutable for lazy initialization.

Definition at line 2101 of file character.h.

Referenced by avatar::create(), get_learned_recipes(), learn_recipe(), load(), and store().

◆ magic

◆ male

◆ martial_arts_data

◆ max_power_level

◆ melee_miss_reasons

struct weighted_int_list< std::string > Character::melee_miss_reasons
private

Definition at line 2194 of file character.h.

Referenced by add_miss_reason(), clear_miss_reasons(), and get_miss_reason().

◆ morale

◆ mounted_creature

◆ mounted_creature_id

int Character::mounted_creature_id = 0

Definition at line 1558 of file character.h.

Referenced by load().

◆ move_mode

◆ mut_drench

std::array<std::array<int, NUM_WATER_TOLERANCE>, num_bp> Character::mut_drench
protected

Definition at line 842 of file character.h.

Referenced by apply_wetness_morale(), and drench_mut_calc().

◆ mutation_category_level

std::map<std::string, int> Character::mutation_category_level

◆ my_bionics

◆ my_fac

◆ my_mutations

std::unordered_map<trait_id, trait_data> Character::my_mutations
protected

Traits / mutations of the character.

Key is the mutation id (it's also a valid key into mutation_data), the value describes the status of the mutation. If there is not entry for a mutation, the character does not have it. If the map contains the entry, the character has the mutation.

Definition at line 2082 of file character.h.

Referenced by activate_mutation(), active_light(), clear_mutations(), avatar::create(), deactivate_mutation(), get_mutations(), get_overlay_ids(), has_active_mutation(), has_opposite_trait(), has_trait(), load(), mutation_effect(), mutation_spend_resources(), player::power_mutations_ui(), rebuild_mutation_cache(), set_mutation(), store(), suffer(), switch_mutations(), toggle_trait(), trait_by_invlet(), and unset_mutation().

◆ my_traits

std::unordered_set<trait_id> Character::my_traits
protected

Contains mutation ids of the base traits.

Definition at line 2086 of file character.h.

Referenced by clear_mutations(), get_base_traits(), has_base_trait(), load(), store(), and toggle_trait().

◆ name

std::string Character::name

Definition at line 1504 of file character.h.

Referenced by assign_activity(), vehicle::automatic_fire_turret(), bionics_install_failure(), map::board_vehicle(), body_window(), butcher_corpse_activity(), butchery_drops_harvest(), talk_function::buy_100_logs(), talk_function::buy_10_logs(), talk_function::buy_haircut(), talk_function::buy_shave(), veh_interact::calc_overview(), can_wear(), enchantment::cast_enchantment_spell(), debug_menu::character_edit_menu(), activity_handlers::chop_logs_finish(), game::cleanup_at_end(), veh_interact::complete_vehicle(), target_ui::confirm_non_enemy_target(), npc::consume_food(), player::consume_item(), avatar::create(), mission_end::deposit_box(), item_location::impl::item_on_person::describe(), basecamp::deserialize(), faction::deserialize(), vehicle::deserialize(), diary::diary(), npc::die(), player::disarm(), disp_name(), npc::do_reload(), overmap_ui::draw_ascii(), draw_tip(), npc::drop_items(), dialogue::dynamic_line(), talk_function::end_conversation(), enumerate_unmet_requirements(), npc::execute_action(), extended_description(), npc::faction_display(), fetch_activity(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_plant(), basecamp::finish_return(), player::fire_gun(), overmapbuffer::fix_npcs(), talk_function::flee(), talk_function::forage_return(), game::forced_door_closing(), npc::form_opinion(), iuse::geiger(), generic_multi_activity_locations(), get_name(), game::get_player_base_save_path(), vehicle::get_targeting_npc(), talk_function::give_aid(), talk_function::give_all_aid(), talk_function::give_equipment(), npc::go_to_omt_destination(), npc::handle_sound(), player::hardcoded_effects(), iexamine::harvest_plant(), healing_rate(), talk_function::hostile(), talk_function::insult_combat(), activity_handlers::jackhammer_finish(), talk_function::labor_return(), talk_function::leave(), load(), npc::load(), npc_template::load(), game::load(), submap::load(), npc::load_npc_template(), make_fake_npc(), melee_attack(), talk_function::morale_chat_activity(), npc::move(), move_item(), game::move_save_to_graveyard(), npc::move_to(), npc::mug_player(), mutation_attacks(), game::npc_menu(), npc_temp_orders_menu(), npc_throw(), player::on_hit(), npc::on_load(), dialogue::opt(), perform_technique(), trading_window::perform_trade(), petfood(), pick_name(), npc::pick_up_item(), activity_handlers::pickaxe_finish(), place_corpse(), mission_start::place_dog(), mission_start::place_npc_software(), npc::print_info(), print_info(), game::quickload(), avatar::randomize(), talk_function::remove_overseer(), reveal_target(), rod_fish(), game::save(), avatar::save_template(), npc::say(), npc::scan_new_items(), talk_function::scavenging_patrol_return(), talk_function::scavenging_raid_return(), player::select_ammo(), basecamp::serialize(), faction::serialize(), vehicle::serialize(), npc::set_attitude(), set_description(), talk_function::set_npc_pickup(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_buy_monster(), talk_effect_fun_t::set_u_sell_item(), npc::setpos(), short_description_parts(), show_photo_selection(), player::sort_armor(), standard_npc::standard_npc(), talk_function::start_mugging(), game_menus::inv::steal(), avatar::steal(), talk_function::stop_following(), talk_function::stop_guard(), npc::store(), talk_function::stranger_neutral(), suffer_from_schizophrenia(), survive_random_encounter(), npc::talk_to_u(), tidy_activity(), npc::travel_overmap(), update_time_fixed(), trading_window::update_win(), npc::warn_about(), and memorial_logger::write().

◆ next_climate_control_check

time_point Character::next_climate_control_check

Definition at line 2214 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ next_expected_position

cata::optional<tripoint> Character::next_expected_position
private

◆ nv_cached

bool Character::nv_cached = false

Definition at line 1509 of file character.h.

Referenced by action_taken(), has_nv(), player::player(), and reset_stats().

◆ nv_range

float Character::nv_range = 0
protected

Definition at line 2106 of file character.h.

Referenced by get_vision_threshold(), and recalc_sight_limits().

◆ omt_path

◆ overmap_time

std::unordered_map<point_abs_omt, time_duration> Character::overmap_time
protected

Amount of time the player has spent in each overmap tile.

Definition at line 2206 of file character.h.

Referenced by apply_persistent_morale(), load(), player::process_turn(), and store().

◆ oxygen

◆ path_settings

pimpl<pathfinding_settings> Character::path_settings
mutableprotected

Cache for pathfinding settings.

Most of it isn't changed too often, hence mutable.

Definition at line 2117 of file character.h.

Referenced by get_pathfinding_settings(), npc::get_pathfinding_settings(), avatar::grab(), and npc::npc().

◆ per_bonus

int Character::per_bonus = 0
protected

◆ per_cur

◆ per_max

◆ pkill

int Character::pkill = 0
private

◆ position

◆ power_level

units::energy Character::power_level
private

◆ prof

◆ radiation

int Character::radiation = 0
private

Definition at line 2187 of file character.h.

Referenced by get_rad(), load(), set_rad(), and store().

◆ reach_attacking

bool Character::reach_attacking = false

Definition at line 602 of file character.h.

Referenced by melee_attack(), and player::reach_attack().

◆ reactor_plut

int Character::reactor_plut = 0

Definition at line 1532 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ recoil

◆ scent

int Character::scent = 0

Definition at line 1523 of file character.h.

Referenced by player::load(), and player::store().

◆ sight_max

int Character::sight_max = 0
protected

Definition at line 2107 of file character.h.

Referenced by player::player(), recalc_sight_limits(), sight_range(), and unimpaired_range().

◆ size_class

m_size Character::size_class = MS_MEDIUM
protected

Size class of character.

Definition at line 2066 of file character.h.

Referenced by get_size(), and recalculate_size().

◆ sleep_deprivation

int Character::sleep_deprivation = 0
private

◆ slow_rad

int Character::slow_rad = 0

Definition at line 1533 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ stamina

int Character::stamina = 0
private

Definition at line 2178 of file character.h.

Referenced by get_stamina(), load(), mod_stamina(), set_stamina(), and store().

◆ stashed_outbounds_activity

◆ stashed_outbounds_backlog

player_activity Character::stashed_outbounds_backlog

◆ stim

int Character::stim = 0
private

Definition at line 2184 of file character.h.

Referenced by get_stim(), load(), mod_stim(), set_stim(), and store().

◆ stomach

◆ stored_calories

int Character::stored_calories = 0
private

Needs (hunger, starvation, thirst, fatigue, etc.)

Definition at line 2175 of file character.h.

Referenced by get_hunger_description(), get_stored_kcal(), load(), mod_stored_kcal(), set_stored_kcal(), and store().

◆ str_bonus

int Character::str_bonus = 0
protected

Bonuses to stats, calculated each turn.

Definition at line 2052 of file character.h.

Referenced by get_str(), get_str_bonus(), load(), mod_str_bonus(), reset_bonuses(), set_str_bonus(), and store().

◆ str_cur

◆ str_max

◆ tank_plut

int Character::tank_plut = 0

◆ temp_conv

◆ temp_cur

◆ thirst

int Character::thirst = 0
private

Definition at line 2177 of file character.h.

Referenced by get_thirst(), get_thirst_description(), load(), mod_thirst(), set_thirst(), and store().

◆ time_died

time_point Character::time_died = calendar::before_time_starts
protected

Definition at line 2111 of file character.h.

Referenced by get_time_died(), and set_time_died().

◆ type_of_scent

scenttype_id Character::type_of_scent
private

Definition at line 2192 of file character.h.

Referenced by get_type_of_scent(), load(), set_type_of_scent(), and store().

◆ vision_mode_cache

std::bitset<NUM_VISION_MODES> Character::vision_mode_cache
protected

◆ vitamin_levels

std::map<vitamin_id, int> Character::vitamin_levels
protected

Current deficiency/excess quantity for each vitamin.

Definition at line 2130 of file character.h.

Referenced by load(), player::player(), store(), vitamin_get(), vitamin_mod(), and vitamin_set().

◆ warning_record

std::map<faction_id, std::pair<int, time_point> > Character::warning_record
protected

warnings from a faction about bad behavior

Definition at line 2075 of file character.h.

Referenced by player::load(), and player::store().

◆ weapon

item Character::weapon

Definition at line 1521 of file character.h.

Referenced by activate_bionic(), inventory_selector::add_character_items(), npc::aim(), allocated_invlets(), npc::alt_attack(), apply_damage(), avatar_action::autoattack(), npc::average_damage_dealt(), best_shield(), mattack::bio_op_disarm(), mattack::bio_op_takedown(), block_hit(), can_fire_turret(), avatar_action::can_fire_weapon(), npc::can_reload_current(), can_wear(), player::can_wield(), cast_spell(), npc::character_danger(), debug_menu::character_edit_menu(), check_art_charge_req(), npc::check_or_use_weapon_cbm(), player::consume(), mattack::copbot(), crafting_inventory(), avatar::create(), deactivate_bionic(), deal_damage(), npc::decide_needs(), player::disarm(), npc::discharge_cbm_weapon(), dismount(), throw_activity_actor::do_turn(), iuse::ehandcuffs(), explosion_handler::emp_blast(), empty_buckets(), npc::execute_action(), extended_description(), npc::faction_display(), fire(), player::fire_gun(), avatar_action::fire_wielded_weapon(), forced_dismount(), npc::form_opinion(), mattack::frag(), player::get_artifact_items(), player::get_eligible_containers_for_crafting(), get_item_position(), get_overlay_ids(), item::get_remaining_capacity_for_liquid(), aim_activity_actor::get_weapon(), get_weight(), give_item_to(), mattack::grab(), player::gun_value(), game::handle_action(), handle_problematic_pickup(), player::hardcoded_effects(), hardcoded_mutation_attack(), has_artifact_with(), i_at(), i_rem(), npc_trading::init_buying(), npc_trading::init_selling(), player::intimidation(), inv_dump(), npc::invalidate_range_cache(), is_armed(), steal_inventory_preset::is_shown(), ma_requirements::is_valid_character(), is_wielding(), item_handling_cost(), mdeath::jabberwock(), game::list_monsters(), load(), game::load(), character_martial_arts::martialart_use_message(), melee_attack(), melee_special_effects(), player::melee_value(), avatar_action::mend(), npc::method_of_attack(), npc::move(), avatar_action::move(), npc::move_pause(), npc::move_to(), normalize(), npc::npc_dismount(), item_location::impl::item_on_person::obtain_cost(), player::on_dodge(), parse_tags(), monexamine::pet_menu(), pick_one_up(), avatar_action::plthrow(), power_rating(), npc::pretend_fire(), print_aim(), npc::print_info(), game::process_artifact(), item::process_extinguish(), player::process_items(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), npc::randomize(), rate_critter(), reach_attack(), player::reach_attack(), npc::regen_ai_cache(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remove_weapon(), mattack::rifle(), mattack::riotbot(), examine_item_menu::run(), character_martial_arts::selected_style_name(), conditional_t< T >::set_can_stow_weapon(), gun_actor::shoot(), short_description_parts(), smash(), npc::smash_ability(), spell_effect::spawn_ethereal_item(), starting_inv(), npc::starting_weapon(), player::store(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_schizophrenia(), suffer_from_sunburn(), mattack::tankgun(), game::try_get_right_click_action(), salvage_actor::try_to_cut_up(), player::unwield(), update_bodytemp(), trading_window::update_win(), use_amount(), used_weapon(), npc::value(), player::weapname(), player::wear(), weight_carried_reduced_by(), weather_effect::wet_player(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ worn

std::list<item> Character::worn

Definition at line 1507 of file character.h.

Referenced by absorb_hit(), active_light(), advanced_inventory_pane::add_items_from_area(), npc::adjust_worn(), allocated_invlets(), amount_worn(), best_shield(), bodypart_exposure(), can_swap(), player::can_takeoff(), can_wear(), debug_menu::character_edit_menu(), check_and_recover_morale(), check_art_charge_req(), check_item_encumbrance_flag(), player::consume(), covered_with_flag(), crafting_inventory(), deal_damage(), dispose_item(), npc::dispose_item(), exclusive_flag_coverage(), extended_description(), fire(), get_armor(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), player::get_artifact_items(), get_dependent_worn_items(), get_effective_efficiency(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_env_resist(), get_item_position(), get_overlay_ids(), get_weight(), player::hardcoded_effects(), has_artifact_with(), head_cloth_encumbrance(), i_at(), i_rem(), player::immune_to(), in_climate_control(), inv_dump(), is_wearing(), is_wearing_active_optcloak(), is_wearing_active_power_armor(), is_wearing_helmet(), is_wearing_on_bp(), is_wearing_power_armor(), is_wearing_shoes(), is_worn(), item_encumb(), item_worn_with_flag(), load(), natural_attack_restricted_on(), item::on_wear(), map::player_in_field(), position_to_wear_new_item(), npc::print_info(), player::process_items(), item::process_tool(), remove_worn_items_with(), short_description_parts(), player::sort_armor(), standard_npc::standard_npc(), starting_clothes(), player::store(), npc::stow_item(), swim_speed(), player::takeoff(), update_bodytemp(), set_transform_iuse::use(), use_amount(), volume_capacity_reduced_by(), npc::wear_if_wanted(), wear_item(), wearing_something_on(), weight_capacity(), weight_carried_reduced_by(), weather_effect::wet_player(), avatar::wield(), avatar_action::wield(), worn_with_flag(), and memorial_logger::write().


The documentation for this class was generated from the following files: